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View Full Version : Things I whould rework in planetside.


Doppler
2003-11-23, 06:13 AM
I'll try and keep this list down to a few pages :p

I'd put the HART timer back to 10 Mins, possibly even 15.

I'd make it so a person freshly revived has 100 stamina and still has use of their implants.

I whould make the turrents on the bases wall mounted ball turrents. I.E. They whouldnt have that "Dead area" right beneath them. I'd also put turrents on the building itself covering the courtyard.

I'd reduce the armor a AMS has in travel mode.

I'd increase the deflection that the Sunderer and Deliverer have against small arms non AP ammo fire.

I'd combine the Sunderer and Galaxy into one cert.

I'd put flak turrents on bases, then I'd make it so these could target skeeters if you had a Interlink Facility Link.

I'd give base turrents a activatable shield if you have an interlink facility, similar to NC max shield.

I'd give the MCG a spin up time.

I'd ungimp the ammo carried for all AV troopers as well as the skyguard.

I'd make the skyguard available without a techplant.

SkunkPunk
2003-11-23, 10:52 AM
what about empire specific buggys not require tech plant?

Shin1gami
2003-11-23, 11:05 AM
I'd teach people that the word "Turrets" does not include "n"

Jagd
2003-11-23, 12:31 PM
Also, would has no H.

Biohazzard56
2003-11-23, 12:38 PM
I'll try and keep this list down to a few pages :p

I'd put the HART timer back to 10 Mins, possibly even 15.

I'd make it so a person freshly revived has 100 stamina and still has use of their implants.

I whould make the turrents on the bases wall mounted ball turrents. I.E. They whouldnt have that "Dead area" right beneath them. I'd also put turrents on the building itself covering the courtyard.

I'd reduce the armor a AMS has in travel mode.

I'd increase the deflection that the Sunderer and Deliverer have against small arms non AP ammo fire.

I'd combine the Sunderer and Galaxy into one cert.

I'd put flak turrents on bases, then I'd make it so these could target skeeters if you had a Interlink Facility Link.

I'd give base turrents a activatable shield if you have an interlink facility, similar to NC max shield.

I'd give the MCG a spin up time.

I'd ungimp the ammo carried for all AV troopers as well as the skyguard.

I'd make the skyguard available without a techplant.

Most of these are unbalanced and ill list why:
HART timer at 10 was fine, devs thought it was too long it will probably go to 7 or something.

The idea of giving a newly revived person full stamina was also deliberate, so people couldnt just get back right where they left off.

Sunderer and Galaxy are two diffrent things land and air, doesnt seem like a likely cert (maybe Galaxy and Lodestar?). The rest of what you listed was unbalanced everything added into the game has to be looked at from every angle, the stats, how it effects gameplay. What im getting at here is if its not messed up then dont fuck with it :lol:

I Hate Pants
2003-11-23, 01:32 PM
MCG spin up time? Sounds reasonable.

Zompton
2003-11-23, 01:47 PM
Spin up time on the MCG, i dont know about that?

On the HART, i would make it 12 minutes but each villa on the sanc is 4min off from the others.

Biohazzard56
2003-11-23, 02:41 PM
That hart is a great idea! , i have no problem with with MCG the way it is

MuNsTeR
2003-11-23, 02:52 PM
2 things.. make infils and combat eng's better

Queensidecastle
2003-11-23, 03:00 PM
MCG spin up time? Sounds reasonable.
Not hardly. Now perhaps nefing the Jackhammer so that it cant kill 2 or more people at once. Yes this happens all the fucking time. At least the other heavy assault have to kill 1 person at a time. Shooting right through a trooper and killing other troopers and infils behind them is just not acceptable.

I do like your Combined cert for Sund and Gal. I also like the increased HART timer and ungimping the ammo boxes for AV. Also the Tech plant limitation sucks for the skyguard right now but if it had its ammo capacit increased, then it should remain limited. If it stays at 150 then the tech link is a bit much. Also people are still using the flail like tanks. The flail needs to be limited to firing at high degrees of elevation people!

Rayder
2003-11-23, 03:01 PM
It's a chaingun, it doesn't start off spewing bullets at a rapid speed, its gotta build up, and then it starts shooting, and it gets faster and faster until it reaches its max.

Queensidecastle
2003-11-23, 03:13 PM
Chainguns can begin firing immediatly. Just look at the ones in use by the military

Doppler
2003-11-23, 03:32 PM
Most of these are unbalanced and ill list why:
HART timer at 10 was fine, devs thought it was too long it will probably go to 7 or something.

The idea of giving a newly revived person full stamina was also deliberate, so people couldnt just get back right where they left off.

Sunderer and Galaxy are two diffrent things land and air, doesnt seem like a likely cert (maybe Galaxy and Lodestar?). The rest of what you listed was unbalanced everything added into the game has to be looked at from every angle, the stats, how it effects gameplay. What im getting at here is if its not messed up then dont fuck with it :lol:

Just because it was intentional doesn't mean it's right, i whould really like either the full stamina or the ability to drag corpeses. If not 20 stamina at least full so they arnt limping.

If everyone had the if it's not messed up dont fuck with it attitude nothing whould ever get better.

Rayder
2003-11-23, 04:04 PM
If not 20 at least full?

Reload
2003-11-23, 04:38 PM
I'd give the MCG a spin up time.

:no:

Course you would you're NC.

Though i agree that the HART timer should be 10mins. It's had a direct impact on the use (lack off) gals in the game, which is such a shame a Gal dropping is one of the great things of PS.

Warborn
2003-11-23, 04:54 PM
It's a chaingun, it doesn't start off spewing bullets at a rapid speed, its gotta build up, and then it starts shooting, and it gets faster and faster until it reaches its max.

You aren't trying to use modern-day realism to justify changes to PlanetSide, are you?

Oh, and although I'm no expert on ballistic weaponry, I always thought miniguns could fire as fast as any other weaponry. The reason it has multiple barrels seems to be related to cooling the weapon off, as it fires successive rounds from contiguous barrels in order to minimize the amount of heat each barrel builds up when firing as many rounds as the weapon does in such short a time frame.

Ait'al
2003-11-23, 08:56 PM
Has anyone ever though of, for mosquitos, that instead of making interlink make them visible to radar, make it so there visible and individually targeted by turets if there is interlink and like 3 or 4 mosquitos within like 10m of each other within the SOI of a base with interlinkbenefits or something so they can still scout affectively and not be able to overwhelm withough being detected? Same thing for infiltrators would probly completly solve the radar problem. along with a speed detection for individual infs with a percentage starting at a certain speed untill it reaches almost abosolute certainty of be detected. But for one alone or even 2 or 3 in a 5m area that wouldnt start till htey get to almost a running speed. NO speed thing for skeets though because they need the speed since ther visible. And this is once again only with interlink.

This would alow small number of inf to do there job undetected but once there spotted and need to bolt they have to worry about turrrets.:brow:

this wouldnt take into acount Infs from the Empire of whoever radar it is. But if osme (IF yoru TR) VS(3) and NC(2or3) would come within to close a proximity of each other in an affected area(or to many of hte same empire) it would increase from detecting them at a run to detecting them to when there almost at a crawl. This is only with interlink though so the interlink radar bonus isnt overided by regular base defense. So everything else would work like normal. And Aces radar affectiveness would be put back to where it was if it detects infs easily now. Even though Ace radar would gain this ability in a huge overlapping base sized area for areas between interlinked bases for that empire. Er when those interlinked bases have a situation where they gain hte radar bonus. :D hows that sound.

Unknown
2003-11-23, 09:02 PM
IMO, they shouldn't reset the implants when you are revived, but the 0 stamina is fine. That way there would actually be a reason to wait for a revive, waiting 10 seconds for someone to revive you is better than waiting 30 seconds to a minute after spawning for your implants to reactivate.

Doppler
2003-11-23, 10:07 PM
Wasnt exactly lucid when i posted that, if not full stamina then at least 20 so the persons not limping.

I wish i hadnt put the chaingun comment in there last thing I wanted is another balance debate.

SilverLord
2003-11-23, 10:13 PM
MCG spin up time? Sounds reasonable.

Haha, I hope your joking Doppler because your NC and you need to STFU with that rediculas comment.

Veteran
2003-11-24, 02:20 AM
How about getting rid of Surge, which is the source of countless problems in this game. It's also 90% of the problem with Heavy Assault. The devs made a mistake with Surge; hopefully the implant balance pass will fix it.

Flammey
2003-11-24, 07:15 AM
No Comet. I mean, comment

Doppler
2003-11-24, 03:52 PM
Veteran: I whould be all for that save I do personaly like using surge for its intended purpose (crossing distances fast in non combat) perhaps if you had to put your weapon away to use it?

Silverlord: If you have nothing that effectively adds to the conversations please refrain from posting.

ZjinPS
2003-11-25, 08:00 AM
There needs to be a ACE option for an Antiarmor weapon other than the land mine. Perhaps just a Spitfire with AA ammo, doesnt seem to difficult to code.

Or something really nice, like a remotely controlled turret. Just have a window similar to the Phoenix come up.