It seems to me like they did what they intended to (except sniper bug), its very very hard for a single person to kill a sundy now. Seems a lot healthier for the game, and keeping fights active. One person can't just jump from fight to fight blowing gup sunddies.
The Sunderer dome successfully does exactly what it set out to do, increase survivability to help maintain fights. In fact I think it's impressive how it's one of the few recent changes that has been great for gameplay (after the adjustments, because jesus christ was the autorepair while undeployed broken), the devs actually set a productive target and then hit it. I say this as someone who's spent about half of my entire play time as an anti-vehicle shitter. For me I just find it really gratifying to destroy other vehicles either as infantry or a tank. It's fun for me being a force divider, neutralizing force multipliers, and destroying sunders allows me (and maybe one or two friends) to have a high impact on the outcome of a fight. Up until this point Sunderers have been far too delicate and it was way too easy for me to kill fights. Seriously, it's fun having a big impact but I actually felt bad. Now it's actually a challenge, is good for fights, and I welcome it. One infantry having a low time to kill on a spawn vehicle from high above was absolutely insane and I'm glad they fixed it so it takes a realistic concerted effort (or a REALLY high skill shitter).
But busses were always meant to be venerable vehicles that need protecting and if you wanted a spawn that was more lasting that was the role of construction.
@@soulshinobi You are correct we've bled a lot of our players from mismanagement and we continue to lose more players from that continued mismanagement
@@theDemolisher13disagree. One light assault with C4 shouldn't be able to take out an entire fight within a span of 10-20 seconds. Even with chaotic fights, all it takes is two C4s over a wall onto the sundy and a couple random shots from explosives. Fights were too difficult to keep up and further encouraging redeployside. The sunderer update was a step in the right direction to keep fights alive.
The regen of the shield doesn't bother me much as it should be hard for single players to kill a sundie, my issues are the one way shield and bases where you can deploy a bus in annoying locations far too close to the point compared to the defender spawn.
ironically this change has actually made me more useful in my sundie killing LA loadout as im the only one in the squad that can get close enough to deal damage to the vehicle.
Excluding sniper rifles I think dome is fine, fight actually last not dying to a single person, that's the whole point of the update. More fair comparsion would be testing how long it takes for 2+ people to kill the sunderer.
wdym 2+ ppl, the sundy can be spawned by 1 person so another 1 person should be able to take it down and not shoot it without any results for 4 hours, its attackers fault they cant defend theirs sundys properly. Dont let me start on the nanite cost of sundy.
Even further worse when you are an attacker and you manage to get inside the bubble, it's often full of mines and spitfire making it impossible to nagivate around. Also you can shoot target inside the bubble if you dont render the shield on your screen (too far away) and spitfire ignore the shield (ex enemy engi spawn his turret in front of bubble like in your exemple turret would shoot the guy inside bubble). Like Lerris said make it 2 way but it wont change the fact that people play over passively and catter to this new frustrating stagnant gameplay.
Ahh I came back 2 eeeks ago and THIS IS F'ING WHY my Decimateor couldnt kill a sundi anymore, the launcher designed to hit hard... Ouch. I did better with a c4 medic with a vehicle capable melle option lol. 😢
planetside 2 is all the way broken. i told the devs what they should fix and they community blocked me on steam^^ they delete also all critics there. on f steam community where nobody is. edit: i made a good critic and started with most basic things that are easy too change. it took time to write.
Module do what its must do? (Protect sundy from OUTSIDE damage of SINGLE infantry unit) Random PS2 youtuber: ITS ALL WAY BROKEN. Half off all fights on Miller exist because of this module, definetly dont need a nerf. P.S. However, the description should reflect what the module actually does within the game. (regeneration)
It's been over a year since I played this game, but I remember that the last thing they said was that the sundy didn't last long when they had to capture a point, and now that I see that it has that shield to make it last longer, are there people complaining about that? Really? These people's parents are cousins?
So you're basing your entire argument on ONE infantry/vehicle weapon ? When in reality you're gonna have multiple, nah this is a bad take and doesn't translate to live fights at all. This isn't a lone wolf game
It's a demonstration for the domes heal rate and the bugs, the point isnt that it outheals one person. The point is that this one ability on the sunderer is essentially tankier than the vehicle itself (except for the sniper rifle interaction) while providing a one-way shield. Of course there's more players on live but as i said in the video something this integral to the gameplay loop shouldn't strictly require coordination to that degree.
@DokPYT so you want to cater more to the Lone Wolf mentality ? I remember we used to complain that a single infantry LA can kill a fight. And now that's something we should revert back to ? What kind of coordination requires 2 LA's, or maybe two tanks to kill that sundie? Doesn't need highly intelligent or coordinated people, that's for sure. I don't understand your argument at all
It's true, it's based on a zerg taking turns per faction pushing so I can imagine how long that shield must last against that. But I also remember seeing videos of people who are not mono-neuronal and they ate squadrons of tanks, colossus with only ships with c4 kamikazes to throw themselves with the engi with mine-antitank. I imagine it must work the same if you lower the shield on the sundy. By the way, did they remove the 5 anti-tank mines from the engineer now? Because I didn't see the example, as it's been more than a year since I played and I don't know if they removed that mechanic from the game.
I’m conflicted, because on one hand I like the ability to lone wolf a fight by being a guaranteed threat to a a sundy. This should incentivize forward thinking players to counter my attack by playing light assault or drop podding on the roof to halt my advance. I see this as diverse gameplay, and this shield nullifies that play style all together. The argument that “one player can end a fight” never really made sense to me, as if you just played the counter to the player then the fight would continue on. I personally think it’s more of, “no one wants to play defensive light assault and sit on a roof all fight” which is a fair criticism. It can be a boring task in comparison to other play styles. Still that was a completely viable counter, and not enough players were willing to spend the time to do it. This shield on the other hand, let’s everyone engage in the more adrenaline styles of play, but now swaps the “one player can end a fight” for “one player’s sundy can draw out a fight indefinitely.” Which with 7+ sundies would absolutely be a pain the ass to deal with. I don’t know which is worse, but I don’t think this opts for more diverse gameplay imo.
@@gladiar145 The game should be playable without players needing to coordinate in voice yes. My argument in this video is that deploy dome is bugged, those bugs make deploy dome overperform and it would be good to fix them. Sundies not getting killed by a single person anymore is very good, we've just went too far in the other direction.
мины отлично помогают справиться с ним если вы можете добежать.так как почти никто не использует защиту от мин стандартные 3 мины инженера всегда ван шот
As of October 8th the sniper rifle interaction has been fixed, it'd be nice if the deploy dome was adjusted alongside it though.
thanks dude
Clearly a Skill issue, just hit your headshots on the Sundy.
It seems to me like they did what they intended to (except sniper bug), its very very hard for a single person to kill a sundy now. Seems a lot healthier for the game, and keeping fights active. One person can't just jump from fight to fight blowing gup sunddies.
We don't care about sunderer or balance in the game we just want to catch some fishes in peace😂
In a game where there is invisible sniper, this game is at the peak of development🤣🤣🤣
The Sunderer dome successfully does exactly what it set out to do, increase survivability to help maintain fights. In fact I think it's impressive how it's one of the few recent changes that has been great for gameplay (after the adjustments, because jesus christ was the autorepair while undeployed broken), the devs actually set a productive target and then hit it. I say this as someone who's spent about half of my entire play time as an anti-vehicle shitter. For me I just find it really gratifying to destroy other vehicles either as infantry or a tank. It's fun for me being a force divider, neutralizing force multipliers, and destroying sunders allows me (and maybe one or two friends) to have a high impact on the outcome of a fight. Up until this point Sunderers have been far too delicate and it was way too easy for me to kill fights. Seriously, it's fun having a big impact but I actually felt bad. Now it's actually a challenge, is good for fights, and I welcome it. One infantry having a low time to kill on a spawn vehicle from high above was absolutely insane and I'm glad they fixed it so it takes a realistic concerted effort (or a REALLY high skill shitter).
But busses were always meant to be venerable vehicles that need protecting and if you wanted a spawn that was more lasting that was the role of construction.
@@theDemolisher13 things need to evolve with the playerbase, it's not as high population and organized as it used to be.
@@soulshinobi You are correct we've bled a lot of our players from mismanagement and we continue to lose more players from that continued mismanagement
@@theDemolisher13disagree. One light assault with C4 shouldn't be able to take out an entire fight within a span of 10-20 seconds. Even with chaotic fights, all it takes is two C4s over a wall onto the sundy and a couple random shots from explosives. Fights were too difficult to keep up and further encouraging redeployside. The sunderer update was a step in the right direction to keep fights alive.
@@KuroJOZY 👍
Literally all they have to do is make it a two-way shield and it would be so much more balanced
The regen of the shield doesn't bother me much as it should be hard for single players to kill a sundie, my issues are the one way shield and bases where you can deploy a bus in annoying locations far too close to the point compared to the defender spawn.
ironically this change has actually made me more useful in my sundie killing LA loadout as im the only one in the squad that can get close enough to deal damage to the vehicle.
Excluding sniper rifles I think dome is fine, fight actually last not dying to a single person, that's the whole point of the update. More fair comparsion would be testing how long it takes for 2+ people to kill the sunderer.
wdym 2+ ppl, the sundy can be spawned by 1 person so another 1 person should be able to take it down and not shoot it without any results for 4 hours, its attackers fault they cant defend theirs sundys properly. Dont let me start on the nanite cost of sundy.
@@lipix3605 It's not about 1 to 1 ratio, it's about how many people you need to kill a fight
@@BlackRodger well if u want to make sundies indestructible bastions then make them also cost outfit resources, like 5 purples or smth
Getting domed takes on a whole new meaning with the Sundy update.
Even further worse when you are an attacker and you manage to get inside the bubble, it's often full of mines and spitfire making it impossible to nagivate around.
Also you can shoot target inside the bubble if you dont render the shield on your screen (too far away) and spitfire ignore the shield (ex enemy engi spawn his turret in front of bubble like in your exemple turret would shoot the guy inside bubble).
Like Lerris said make it 2 way but it wont change the fact that people play over passively and catter to this new frustrating stagnant gameplay.
Overall fight quality has improved after the update so its a small price to pay.
Then you didn't play enough ps2
make it 2 way for everything, and leave regen its fine, so as said fight that should be ended would end
It is "broken" only for infantrysiders. I'll give you a hint - vehicle terminal -> lightning with viper -> blam blam blam ;)
Good video Dok, I’m sorry that TMI is trolling you and others who actually think critically about the game with shit like fishing.
Yeah little unfortunate timing but im not gonna delay my videos over it.
Ahh I came back 2 eeeks ago and THIS IS F'ING WHY my Decimateor couldnt kill a sundi anymore, the launcher designed to hit hard... Ouch.
I did better with a c4 medic with a vehicle capable melle option lol. 😢
Hanz, ve need ä faster Decimator!
the game has been broken for 10 years, a game for cheaters
planetside 2 is all the way broken. i told the devs what they should fix and they community blocked me on steam^^ they delete also all critics there. on f steam community where nobody is.
edit: i made a good critic and started with most basic things that are easy too change. it took time to write.
Module do what its must do? (Protect sundy from OUTSIDE damage of SINGLE infantry unit) Random PS2 youtuber: ITS ALL WAY BROKEN. Half off all fights on Miller exist because of this module, definetly dont need a nerf.
P.S.
However, the description should reflect what the module actually does within the game. (regeneration)
nice
Womp womp
It's been over a year since I played this game, but I remember that the last thing they said was that the sundy didn't last long when they had to capture a point, and now that I see that it has that shield to make it last longer, are there people complaining about that? Really? These people's parents are cousins?
The deploy dome itself and sundies lasting longer is a great thing, I just want it to work properly.
24th
So you're basing your entire argument on ONE infantry/vehicle weapon ? When in reality you're gonna have multiple, nah this is a bad take and doesn't translate to live fights at all. This isn't a lone wolf game
It's a demonstration for the domes heal rate and the bugs, the point isnt that it outheals one person. The point is that this one ability on the sunderer is essentially tankier than the vehicle itself (except for the sniper rifle interaction) while providing a one-way shield. Of course there's more players on live but as i said in the video something this integral to the gameplay loop shouldn't strictly require coordination to that degree.
@DokPYT so you want to cater more to the Lone Wolf mentality ? I remember we used to complain that a single infantry LA can kill a fight. And now that's something we should revert back to ?
What kind of coordination requires 2 LA's, or maybe two tanks to kill that sundie? Doesn't need highly intelligent or coordinated people, that's for sure. I don't understand your argument at all
It's true, it's based on a zerg taking turns per faction pushing so I can imagine how long that shield must last against that. But I also remember seeing videos of people who are not mono-neuronal and they ate squadrons of tanks, colossus with only ships with c4 kamikazes to throw themselves with the engi with mine-antitank. I imagine it must work the same if you lower the shield on the sundy. By the way, did they remove the 5 anti-tank mines from the engineer now? Because I didn't see the example, as it's been more than a year since I played and I don't know if they removed that mechanic from the game.
I’m conflicted, because on one hand I like the ability to lone wolf a fight by being a guaranteed threat to a a sundy. This should incentivize forward thinking players to counter my attack by playing light assault or drop podding on the roof to halt my advance. I see this as diverse gameplay, and this shield nullifies that play style all together. The argument that “one player can end a fight” never really made sense to me, as if you just played the counter to the player then the fight would continue on. I personally think it’s more of, “no one wants to play defensive light assault and sit on a roof all fight” which is a fair criticism. It can be a boring task in comparison to other play styles. Still that was a completely viable counter, and not enough players were willing to spend the time to do it.
This shield on the other hand, let’s everyone engage in the more adrenaline styles of play, but now swaps the “one player can end a fight” for “one player’s sundy can draw out a fight indefinitely.” Which with 7+ sundies would absolutely be a pain the ass to deal with. I don’t know which is worse, but I don’t think this opts for more diverse gameplay imo.
@@gladiar145 The game should be playable without players needing to coordinate in voice yes. My argument in this video is that deploy dome is bugged, those bugs make deploy dome overperform and it would be good to fix them.
Sundies not getting killed by a single person anymore is very good, we've just went too far in the other direction.
мины отлично помогают справиться с ним если вы можете добежать.так как почти никто не использует защиту от мин стандартные 3 мины инженера всегда ван шот