Timithos Master Sergeant





Re: "Which Base(s) Need A Rework The Most?" - ReachCast Episode 51 CQ

Every base needs a redesign. We need actual defensible bases where a smaller force can overcome overwhelming odds. Esamir bases are only a step in the right direction.



They don't have to implement everything below so that bases are TOO defensible, but when in Planetside 2's history have we EVER been in danger of that?!? NEVER!



eSports has been quarantined safely inside Nexus Battlegrounds. There is no longer any need for eSports to wreck base design and turn this game into SteamRollSide any more. Playing in an airsoft/paintball arena where a facility is nothing but obstacles advantageous to both sides is no fun.



All spawn rooms need to be sunken underground and/or enveloped inside of other buildings.



Every spawn room at every base needs a minimum of 3 egress points via tunnels and teleporters with exits that are greater then 100 meters apart from each other. This includes the elevator up through the roof of sunken spawn rooms. So a small outpost gets 3 widely spread, advantageous egress points, and a major base gets 6+.



NO MORE GHOSTCAPPING! You cannot flip a point and leave. Attackers have to stay on the capture point, or it will revert back to the facility owners. A solo player can no longer capture an A-B-C or A-B-C-D base!



Make the capture point radius twice as large for the defenders as it is for the attackers.



All teleporter locations needs to get you at MINIMUM 50% closer to the objective, i.e., a capture point. (No off to the side so you try to attack the capture point at a different angle. Or not that huge fail on Esamir where the teleporter only puts you 1/5 of the way closer to the capture point.)



Every base needs tunnel options along side a teleporter options.



We need more catwalks/stairs/stacked crates/elevators on the defender side only of walls.



We need clearer pathways for the defenders near the spawn rooms to capture points, generators, equipment terminals - not walls and boulders that block the path for defenders, and they have to spend time going around the other way.



Only infiltrators should be able to overload generators (not 5 classes against 1 defending engineer class!)



Infiltrators have to face the generator when overloading it with a limited arc of motion and can't arm themselves 360 degrees anymore.



An infiltrator overload takes just as long (or longer!) then it takes for an engineer to repair. Multiple infiltrators can speed the process.



Attacking players cannot see which generators are pulsing due to being overloaded, and once the overload is in place, they cannot see a timer! (Only facility owning defenders get this data!)



Bring back 0/6 to 6/6 capture point mechanics!



Defending engineers can deploy and man a turret at a capture point and count as being on the point. (Attackers cannot!)



Defending max's while accompanying any other non-Max class ally can count on the capture point. (Attacker MAX's cannot!)



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When bases are defensible, THEN you can do some cool things for attackers. Like:



Ammo towers can be hacked by by infiltrators.



Teleporters, shields, and even spawn tubes have a layered generator/control terminal hack/destroy increased meta game added.



Destructible/repairable wall sections.

THE RENEGADES! are back...

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