I think embedding resist changes when deployed would be an easy partial solution. This devs need to start taking action faster because there are a bunch of issues to resolve.
Yeah the more I talk to people about the cargo system changes and the other changes they said they want to work on, the more concerned I am about the future of the game. Wrel leaving had made it seem like there was a chance for improvement but they seem to be making the same mistakes all over again.
The cortium glitch use to be easier but the devs tried to patch it completely out but only manage to patch out the method to activate it by swapping seats. Overall I just left the game after the construction update as they killed my bread and butter with their new and "improved" system. I would say if they brought back the old system then I would return but honestly, I'm free now. Free to explore the other games out there on the market and my personal relationship with this game has been so shaky and disheartening that no I'm not coming back. Maybe if PS3 was released with new publisher/dev team/company.
Nah, man 2x rear damage on tanks was broken. There's more than just tank vs. tank matchups. It was waaaaay too much vulnerability for aircraft, infantry and harassers to exploit.
If the devs really wanted to buff the sunderer they would make deployment shield a passive upgrade for the sundy (therefore making it possible to have a cloaked sundy with deployment shield), buff the health of the deployment shield and remove hardspawns completely from the game, therefore forcing the defenders to use deployed sunderers or other destructible spawns for their empire. Such a change would replace the neurotic deliberation of attackers between holding the point and defending the sunderer with confidence in neglecting either for the sake of prioritising destroying the enemy spawns. In turn, this would lend for an actual organic subgoal in the form of eliminating enemy spawn options while creating and securing friendly ones. This subgoal would be a metagame principle that would replace static camping with dynamic pushes. Following this principle would directly serve the achieving of the goal of holding control points to capture/defend bases.
hm a protecticing shield barier wich protects sundy from the side , so you can only dmg it from inside the bubble or from top , should be balanced enough ^^ it needs like minute to charge up while deployd so you prevent people abusing it for battle bus . Thats my take on the sundy problem.
Pretty much validated in my concerns about the cargo system. They made a concession towards the type of complains I and other people made by giving the reapir cargo ability a weak version of proxy repair which did help a bit. But vehicle stalemates are still as problematic as ever, hard to tell if things have gotten particularily worse as we only have enough players to create stalemates at middle bases nowadays because of the player numbers dropping. Nonetheless the repair cargo was part of sundies being as problematic as they were (maybe still are?) during release since they would stack with the nanite armor, repair tool usage, repair grenades and what have you. Plus it's really hard to use in any other way than waiting defensively as it gets dropped right behind you.
@@DokPYT I've given it a few months, it really is nice being able to counter armor balls that used to feel unkillable roaming around with mobile repair sunderers, at least now, if the enemy chooses a highly offensive tactic like this, you are not forced to play passive, as actually putting damage on the enemy tanks supporting the column will give you the opportunity to take them out, as there is no repair sunderer just constantly un-doing your work while the column remains mobile and either runs away, or straight towards you. Some of the sunderers new abilities remain way over-tuned imo. The nanite burst heal is too strong, the repair station repair rate is too strong, the deploy dome is completely busted, and pretty much anything in line of sight of a deploy dome bus is forced to either completely change location as to avoid being pelted by the infantry and top guns shooting through the one-way shield, or spend the agonizing time it takes to destroy it, just for it to be replaced by several more. There are still bad stalemates, but in the context you're giving, it sounds like stalemates are more of a symptom of the map design not accounting for the lower population sizes, poor lattice layout during low pop, and the lower population sizes themselves. I honestly don't really experience these stale-mate issues so much, and flanks still feel highly rewarding when you can pull them off, but maybe this is because I play on Emerald which generally has more pop. I can agree when pop is low that there are definitely still issues with stalemates, though I do not believe sunderers in their previous or new configurations do much to circumvent this. It would be interesting to see the devs implement different lattice configurations for low pop to spice things up. Regardless, none of these design decisions matter if nothing is done about hacker that is on 7 days a week ruining prime time on any server with a decent population on it, which goes on for countless hours a day. I seriously do not even believe we have a year left at this rate.
For me just increase resistance of sundy, in some case when i have underpop fight but enemy too many spawn option my squad have to destroy half or 1/3 of them just to buy some time, or at least hold a ghost cap inprocess untill backup arrive. If deploy sundy become indestructible that kind of game play will gone forever.
I'd love to hear your reasoning on that, unfortunately playing the game a lot is not enough. At this point the change would only reinforce the passive meta that's happening right now. I watched some of your videos and while they are entertaining they pretty much reinforce the point im making. Mostly defensive headglitching next to friendlies and then you jump in to do your cool move, finishing off a tank that was gonna die anyways. Surely, if agressive flanking was more viable you'd be the one to do it?
Ok, I rewatched my three most recent videos to see what you mean, for one, in the large majority of my clips, I am strayed away from the main pile of allied armor and usually engaging enemy armor alone. And for two, in not a SINGLE clip from my three most recent videos do I have a rep sunderer supporting me. I want to be clear and say that I think you make good content, and I am not posting here to argue with you, I am simply giving you my insight as someone who spends more time in armor than the majority of the players on the game. Mobile rep sunderer support is already scarce, so the impact of removing them will not really be that significant and from my experience as a tanker, passive gameplay is not primarily being encouraged by the lack of mobile rep sunderer support, or the rear damage nerf. The main thing causing armor players to be passive, (from noobs to the most experienced I've played with) is that straying too far away from your teammates will almost always result in you getting spotted and air to grounded by an enemy ESF. For some reason, they have allowed players to be able to pull fully-kitted ESF's for free, in my opinion free esf's from player bases should be more like the interceptors that spawn from bastions. It is a much bigger problem than it is with liberators or valks, which most players need a belly gunner to be effective with. ESF’s are almost always available for free and can be used very effectively solo, meaning there is almost always one ready to start punishing you for attempting a flank. Even if you skillfully land an ap shot on them or have anti air support with you, they can simply pull another one and will usually be back in under a minute. The only players I’ve seen actually use a rep sunderer effectively with small numbers are pw3r, like you can see on Crimson Faust’s channel, however that only works with the Vanguard and Prowler, while rep sunderers almost become a nuisance when you try to play a Magrider to its strengths. Other than that, it is a massive unkillable armor ball of rep sundees and tanks free-roaming the map and destroying everything in sight, ruining the fights and making the game overall more unenjoyable, which will hopefully be mitigated by the upcoming changes.
I also asked some experienced armor friends what causes them to play passive, and they brought up how suppressive infantry anti armor weaponry is, which I would agree with.
I don't think your idea works, personally I believe proximity repair should be deleted altogether. The idea of the "repair cargo" slowing down vehicle fights might be true since it's not mobile like a repair sunderer, but at the same time it's not any different than a sunderer sitting still in cover repairing vehicles near it. Even in a flanking situation, you still have to target a repair sunderer first since it has the ability sometimes to repair the vehicles near it so fast that it sometimes takes more shells to kill its targets than normal, at least the cargo system will be able to maybe make the deployable repairs a bit less tanky so it's not as much a hinderance as a sunderer is in the same situation. Overall the game would benefit more from proximity repair being removed since it would allow portable armor zergs to be less mobile, and more focused on stopping and repairing once in a while, similarly this is how the cargo system would sort of work even if the repair stayed with it, since it's at least allowing those zergs to be less portable, but in the end removing the proximity repair either way would instead make tank battles a lot less passive and encourage more pushing and more opportunities to punish enemies since they would have to get out to repair. And yes, the rear damage multiplier should return to being more vulnerable for tanks to encourage flanks as well.
Glad to see I wasn’t the only one who thought along those lines upon reading the section about stationary deploying the modules.
I think embedding resist changes when deployed would be an easy partial solution. This devs need to start taking action faster because there are a bunch of issues to resolve.
Yeah the more I talk to people about the cargo system changes and the other changes they said they want to work on, the more concerned I am about the future of the game.
Wrel leaving had made it seem like there was a chance for improvement but they seem to be making the same mistakes all over again.
The cortium glitch use to be easier but the devs tried to patch it completely out but only manage to patch out the method to activate it by swapping seats. Overall I just left the game after the construction update as they killed my bread and butter with their new and "improved" system. I would say if they brought back the old system then I would return but honestly, I'm free now. Free to explore the other games out there on the market and my personal relationship with this game has been so shaky and disheartening that no I'm not coming back. Maybe if PS3 was released with new publisher/dev team/company.
Nah, man 2x rear damage on tanks was broken. There's more than just tank vs. tank matchups. It was waaaaay too much vulnerability for aircraft, infantry and harassers to exploit.
If the devs really wanted to buff the sunderer they would make deployment shield a passive upgrade for the sundy (therefore making it possible to have a cloaked sundy with deployment shield), buff the health of the deployment shield and remove hardspawns completely from the game, therefore forcing the defenders to use deployed sunderers or other destructible spawns for their empire. Such a change would replace the neurotic deliberation of attackers between holding the point and defending the sunderer with confidence in neglecting either for the sake of prioritising destroying the enemy spawns. In turn, this would lend for an actual organic subgoal in the form of eliminating enemy spawn options while creating and securing friendly ones. This subgoal would be a metagame principle that would replace static camping with dynamic pushes. Following this principle would directly serve the achieving of the goal of holding control points to capture/defend bases.
hm a protecticing shield barier wich protects sundy from the side , so you can only dmg it from inside the bubble or from top , should be balanced enough ^^ it needs like minute to charge up while deployd so you prevent people abusing it for battle bus . Thats my take on the sundy problem.
Nice video, keep it up!
I just want fun multi manned vehicles back that aren't aircraft.
Sunderer needs some tweak cause in COBALT all the toxic go inmediatly for them and end all the good fights.
how do you feel about this update now that it has dropped?
Pretty much validated in my concerns about the cargo system. They made a concession towards the type of complains I and other people made by giving the reapir cargo ability a weak version of proxy repair which did help a bit.
But vehicle stalemates are still as problematic as ever, hard to tell if things have gotten particularily worse as we only have enough players to create stalemates at middle bases nowadays because of the player numbers dropping. Nonetheless the repair cargo was part of sundies being as problematic as they were (maybe still are?) during release since they would stack with the nanite armor, repair tool usage, repair grenades and what have you. Plus it's really hard to use in any other way than waiting defensively as it gets dropped right behind you.
@@DokPYT I've given it a few months, it really is nice being able to counter armor balls that used to feel unkillable roaming around with mobile repair sunderers, at least now, if the enemy chooses a highly offensive tactic like this, you are not forced to play passive, as actually putting damage on the enemy tanks supporting the column will give you the opportunity to take them out, as there is no repair sunderer just constantly un-doing your work while the column remains mobile and either runs away, or straight towards you. Some of the sunderers new abilities remain way over-tuned imo. The nanite burst heal is too strong, the repair station repair rate is too strong, the deploy dome is completely busted, and pretty much anything in line of sight of a deploy dome bus is forced to either completely change location as to avoid being pelted by the infantry and top guns shooting through the one-way shield, or spend the agonizing time it takes to destroy it, just for it to be replaced by several more. There are still bad stalemates, but in the context you're giving, it sounds like stalemates are more of a symptom of the map design not accounting for the lower population sizes, poor lattice layout during low pop, and the lower population sizes themselves. I honestly don't really experience these stale-mate issues so much, and flanks still feel highly rewarding when you can pull them off, but maybe this is because I play on Emerald which generally has more pop. I can agree when pop is low that there are definitely still issues with stalemates, though I do not believe sunderers in their previous or new configurations do much to circumvent this. It would be interesting to see the devs implement different lattice configurations for low pop to spice things up. Regardless, none of these design decisions matter if nothing is done about hacker that is on 7 days a week ruining prime time on any server with a decent population on it, which goes on for countless hours a day. I seriously do not even believe we have a year left at this rate.
i think the devs should listen to palyers tbh
For me just increase resistance of sundy, in some case when i have underpop fight but enemy too many spawn option my squad have to destroy half or 1/3 of them just to buy some time, or at least hold a ghost cap inprocess untill backup arrive. If deploy sundy become indestructible that kind of game play will gone forever.
we need nitro for sundys !
daredevil chassis sundi bus flying through the air on Amerish would be just insanity.
This just seems like they just keep looking at PS1 and taking stuff from there while pretending it is new.
Last update was April 20, 2022 Update, I'd be so happy with a new update but it's never happening. for Console edition.
great video!
love ur videos :)
Yeah repair sundies have no problem. Couldn't they just increase sunderer health by like 2000 to make them last longer
as an armor main i do not think this is going to have the impact on armor gameplay that you think it will
I'd love to hear your reasoning on that, unfortunately playing the game a lot is not enough. At this point the change would only reinforce the passive meta that's happening right now. I watched some of your videos and while they are entertaining they pretty much reinforce the point im making. Mostly defensive headglitching next to friendlies and then you jump in to do your cool move, finishing off a tank that was gonna die anyways.
Surely, if agressive flanking was more viable you'd be the one to do it?
Ok, I rewatched my three most recent videos to see what you mean, for one, in the large majority of my clips, I am strayed away from the main pile of allied armor and usually engaging enemy armor alone. And for two, in not a SINGLE clip from my three most recent videos do I have a rep sunderer supporting me. I want to be clear and say that I think you make good content, and I am not posting here to argue with you, I am simply giving you my insight as someone who spends more time in armor than the majority of the players on the game. Mobile rep sunderer support is already scarce, so the impact of removing them will not really be that significant and from my experience as a tanker, passive gameplay is not primarily being encouraged by the lack of mobile rep sunderer support, or the rear damage nerf. The main thing causing armor players to be passive, (from noobs to the most experienced I've played with) is that straying too far away from your teammates will almost always result in you getting spotted and air to grounded by an enemy ESF. For some reason, they have allowed players to be able to pull fully-kitted ESF's for free, in my opinion free esf's from player bases should be more like the interceptors that spawn from bastions. It is a much bigger problem than it is with liberators or valks, which most players need a belly gunner to be effective with. ESF’s are almost always available for free and can be used very effectively solo, meaning there is almost always one ready to start punishing you for attempting a flank. Even if you skillfully land an ap shot on them or have anti air support with you, they can simply pull another one and will usually be back in under a minute. The only players I’ve seen actually use a rep sunderer effectively with small numbers are pw3r, like you can see on Crimson Faust’s channel, however that only works with the Vanguard and Prowler, while rep sunderers almost become a nuisance when you try to play a Magrider to its strengths. Other than that, it is a massive unkillable armor ball of rep sundees and tanks free-roaming the map and destroying everything in sight, ruining the fights and making the game overall more unenjoyable, which will hopefully be mitigated by the upcoming changes.
I also asked some experienced armor friends what causes them to play passive, and they brought up how suppressive infantry anti armor weaponry is, which I would agree with.
I DO like how adventerous the devs seem to be thinking. Im renewing my sub as fights have been amazing over the holidays.
I don't think your idea works, personally I believe proximity repair should be deleted altogether. The idea of the "repair cargo" slowing down vehicle fights might be true since it's not mobile like a repair sunderer, but at the same time it's not any different than a sunderer sitting still in cover repairing vehicles near it. Even in a flanking situation, you still have to target a repair sunderer first since it has the ability sometimes to repair the vehicles near it so fast that it sometimes takes more shells to kill its targets than normal, at least the cargo system will be able to maybe make the deployable repairs a bit less tanky so it's not as much a hinderance as a sunderer is in the same situation. Overall the game would benefit more from proximity repair being removed since it would allow portable armor zergs to be less mobile, and more focused on stopping and repairing once in a while, similarly this is how the cargo system would sort of work even if the repair stayed with it, since it's at least allowing those zergs to be less portable, but in the end removing the proximity repair either way would instead make tank battles a lot less passive and encourage more pushing and more opportunities to punish enemies since they would have to get out to repair. And yes, the rear damage multiplier should return to being more vulnerable for tanks to encourage flanks as well.
Balls
cool
Maybe buff banshee :)
Yes TR needs a buff for real
ANTI VEHICLE KNIFE