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View Full Version : PS needs to be more tactical


SealDude
2004-02-22, 01:46 AM
Having played this game in beta since nearly the end of closed beta and just recently coming back on a 7 day trial I really feel that PS is fun and has good potential but that its just a bit too arcady. Over the past few days I have been in some fantastic battles that have changed my original opinion of the game but not too much. It still feels like a giant UT2k4 map. I have some basic outlines of things that I think need fixing and I may even come up with real thought ideas in due time. OT: If you use the prepaid cards you dont need a credit card to "activate" the game right?

Use of Vehicles: When I first heard about this game I invisioned massive tank platoons rolling up to bases, guns quaking, crushing everything in their path. APCs rushing to the front of battle dropping off troops close to the action, galaxies flying overhead droping soliders on the top of buildings. Sadly it seems that the one person vehicles are most popular so that people can drive up their "ubar l337 kill rank" and the few people who do cert in the big tanks and such only use it when its clear we really need help. Also the fact that the deliverer and sunderer are two of the most under used certs prove that people would much rather zerg from an AMS than use other ways of transport (more on this later) During beta the sanc was teaming with gals flying overhead and vehicles and people standing around ready for battle. Now everyone just uses the HART. I have only been in one good vehicle convoy but when that happened we did some serious dammage. Now everyone with a tank just grabs it when its clear that there is no other choice, they dont use them to start out. Case in point today at Itar we (TR) we holding the base while NC was trying to push in. We were holding them off but not gaining any ground due to their mass ammounts of vanguards. I saw three prowlers that had no gunners in them yet the drivers refused to unlock the veh and just sat there when we could have pushed them back. Even whe they were used it was only one or two at a time. Vehicles need to be more important in this game. APCs should be very usefull for getting troops into bases. You should also have to think a bit before you use them to get the best out of them. Since the deliverer can float why not make some bases with backdoors that can only be accesed by water? Why not have some artillery (cant speak for the flail because I have not seen it in use enough but I think all AT stuff looks like shit) that can prove a real deturrent (sic) to infantry if the crew coordinates properly.


AMS/HART- I know I am going to get flamed for this but I feel that Harts but mainly AMSes are two of the most detremental things to this game. HARTs used to be used for catching up with your squad or for a quick raid but now it is the standard form of battlefield transport. The fact that the timer is half as short as it used to be makes it worse. It should be for reenforcement or quick catch ups only, not the main way onto the field. Because of the AMS it is a standard battle tactic just to get it in place and swarm until the base is yours, rinse and repeat. Also because of it bases are even used, they are just walls to protect the AMS. The point of a base is a place where you respawn and defend, not a parking lot for your AMS! If it were taken out squads would have to regroup and, gasp!, work togehter to take a base.


Bonuses for holding bases- The things you get for taking a base now are shit. The veh shield is nice but is gone in the blink of an eye if you come under any real attack. A few second off a respawn time is no big whoop and being able to see stealthers on your radar is nice but darklight or good ole fashion looking around works too. Bases need to have REAL effects on the global war so that when a base comes under hack you will say "We have to defend that we where XXX minutes away from getting YYY weapon and if they get it we are done for" In a perfect world the bases would be like structures in an RTS, certain ones would help upgrade infantry, others would pump out tanks, or mine rescources, etc...


Diversity in Maps- Currently all the maps feel like the same thing painted in a different color. The only one that dosent completely go that way is Cery because the steep cliffs do have a small effect in making it hard to traverse. The worlds should be different and unique and made so that it is easier/harder for certain empires or so that you can choose a terrain you are good at fighting on. For instance one should be a marshy area that VS excels at because of their hover tanks while NC/TR have to stick to a few main roads leading to intense battles. One should be a very closely packed and dense jungle with little to no visability that favors TR because they can sneak up and unleash their chainguns at close range and is perfect for ambushes of any sort. One should be a desolate desert with little or no cover that favors snipers and NC because of their accurate weapons. One should be a cold frozen wasteland that has high mountains and other such obsticals (sic) that make it hard to get around. It feels like Sony was leaning towards this but they could do it on a much grander scale. Also bases need to be a lot further away from each other. This ties into the greater use of vehicles and i know no one likes to run long distances but where the base builders of auraxis (sic) like "Lets build a base here and then they might be lonely so lets build one ten feet from it so they can yell over the walls at each other!" The lattice connections also need to be analyzed because they are pretty screwy. If you look at a map it has a base connected to one other which is connected to 4 then back to 1 then it goes across islands or some such to another one and it dosent make for very smooth battle lines.


Diversity in Factions- Like the maps the factions seem like different varriations on the same base, except for VS because every freaking weapon is an energy weapon. Still each empire should have a great "feel" for them. Do you prefer killing enemies with a withering hail of fire, pick TR! Do you prefer long range and precise shots, pick NC! Do like to be high tech and have a lot of power and your disposal, pick VS! Each faction should have unique advantages and disadvantages for picking them. Their weapons, vehicles and implants should reflect that greatly. TR should have an implant that speeds up their trigger finger allowing them to fire at faster speeds yet have less accuracy. NC should have a stabilizer that lets them fire more accurately. VS should have energy capacitors that are slow to charge up and a big drain to the body but give a bigger power boost to the weapons. When I first found out that each empire had only two unique vehicles I nearly shit myself. Two vehicles! Like I said their vehicles should reflect them and there should be a lot to chose from. TR should have a chaingun tank for ripping through infantry, NC an accurate artillery piece, VS an more advanced energy weapon tank. TR should have the slow but powerful gun ship to lay down withering 20 mm fire. NC should have a fast fighter with a few slow but accurate missles. VS a alien craft with some sort of plasma bombs or energy weapons.


Diversity in Bases- After being away since the begining of retail I instantly found my way out of the bases and felt as if I knew them forever. This isent a bad thing but I goes to show how everybase is exactly alike. So some have a CC at the top or what not, they still feel like carbon copies. I dont expect each base to be a completely different base model (even though I would love it) But some bases should be small little outposts and some should be giant multibuilding complexes with varying importance depending on the size. I also thing bases need to be harder to take so that attackers have to use their heads and dont mindlessly zerg. Things like advanced ground turrets, better placed bunkers, better CE deployables, gun ports for buildings,etc...


Greater Use for Special Ops- One thing I am nuts about is special operations (check my name) Nothing quite like the feeling of sneaking into a base, planting a charge at a key locations, sneaking out and hitting the button. In Tribes 1 and 2 my favorite thing way to sneak around and place sensors and cameras for my teams intel people. Unfourtunately there is little to no room for this is PS. If you go anywhere near a gen you get pked and blowing spawn tubes is hardly crack team material. I want to see night time raids on facilities from galaxies with small teams sneaking up, taking out a key structure, and fading into the night. Like I said in a perfect world PS would be an RTS type game and you could take out their backline power plants to slow production. Other people have suggested nodes on the ground, not in bases that need to be taken so i suggest you find those threads.



In conclusion I dont want PS to be WWII online where you have to walk miles to get anywhere only to have some sniper hiding in a bush kill you and send you all the way back. I just want PS to be a bit slower paced, more empahsis on squad tactics so that it dosent feel so much like UT2k4. I suck at those one shot one kill games anyway :)

Dharkbayne
2004-02-22, 01:48 AM
NC? Accurate? They are hard hitting, not accuracy. Read : Shotgun. Vanguard. Guass.

Kaymon
2004-02-22, 01:52 AM
Half of your rant is easily countered by a visit to the dev tracker, and a look at the Development Discussion and In Concept sections of the PS forums.

Rbstr
2004-02-22, 02:01 AM
Nc = not accurate
VS = not alot of power

but i get your point

alot of the things your talking about have some kind of fix in the works

Rayder
2004-02-22, 03:23 AM
Let's do this....

Vehicles are death traps. With the added "Cannot bail while moving!" (ground) and coupled with the annoying "Driver has lost control!" and the fact that infantry can take out a vehicle with mines, AV, jammers, and whatnot, they aren't as effective as one might assume. I don't feel like writing all the different pros and cons to vehicles atm.

You can't get MAXs at an AMS. You can't get vehicles at an AMS. You can't stand on the walls of an AMS and rain death down upon the lesser beings trying to scrape their way into your Holy sanctuary. AMS's are for secondary respawn/refit and a place for attacking troops to get closer to the enemy base. If you were to participate in a true "zerg" then you would notice that there are more than one AMS placed in sometimes strategical positions.

Having 1 second shaved off of your respawn timer is a big thing. But it's more like half, and the highest possible respawn time is, I believe, 45 seconds. I myself think that bases should be a set 10.

- The shield we get from the AMP stations may not last very long, but they are the deciding factor in a battle

- Interlink facilities allow the viewing of enemies and cloakers (if they're running with the next or next next patch).

- Tech Plants give us Advanced Vehicles.

- Dropship Center allows the construction of Galaxies and Lodestars. It also allows vehicles to repair and refit by going to a terminal of sorts.

Yes maps need to be more different.

More Empire specific weaponry and vehicles would be very nice.

PS is not an RTS. It is a FPS with aspects of an RPG. In no way should it be played as an RTS. With an RTS you can see the entire battle field, even if sometimes it's clouded out by FoW.

Peacemaker
2004-02-22, 11:24 AM
Ok he brings up alot of valid points. But a few can be adressed very easily. The armored convoys are put into use by outfits all the time. I am part of the Eliet Dragon Wolves. This clan is all about organization and tactics. And for the number of people we field at one time we dominate. Just last night we were dreaming about having the larger outfits numbers and what we could do.

EarlyDawn
2004-02-22, 11:44 AM
I agree with the first post. Planetside would be a great game if it's pace was slowed down and very soldier made more valuable in the field. Think America's Army.

Krinsath
2004-02-22, 12:18 PM
Planetside is very tactical. You just have to be in an outfit that uses tactics. Solo players are just that, solo. They don't use tactics because they're looking out for themselves. Blame the fact that the Dev who thought up the Squad XP scheme evidently failed 5th grade math and doesn't actually play in squads for the increase in solo players.

Going through your points (which raise valid arguments):

Use of Vehicles - Cyssor, my outfit was running 3 Prowlers, two Skyguards and off and on a Galaxy and other air cover. Did quite a bit of damage, but there was never any TR support to make a big push (The CR5s decided they didn't want to advance in that direction, so we were basically a holding/harassing force). Plenty of times have seen armored columns rolling through (nothing more dramatic than a column of Prowlers showing up to relieve a base under seige), just a matter of situation.

AMS/HART - these are not the game breakers you make them out to be. Yes, the HART timer should be a bit longer, but once Broadcast warpgates go in, you'll see it's prominence fade dramatically. Reason the HART is used is that if you're NC fighting on Ishundar, the transports are all too slow to get there. People aren't paying to watch the scenery from the inside of a transport for 20 minutes. AMSes aren't that bad either, as they are destroyable and with the power of Orbital Strikes, quite easily so. Just a matter of finding them to destroy them.

Bonuses for holding bases - They might seem minute, but those little changes make a BIG impact on battle. Solsar, TR tring to take Sobek, unable to make any headway. Team drops gen at Horus, takes away the faster repsawn, within five minutes the TR hack Sobek. Another instance, TR trying to retake Forseral from VS. Making zero headway. Drop gens at Caer, progress starts being made. Makes the lattice a much more strategic feature.

Diversity in Maps - they are quite different. For instance, Hossin a sniper's nightmare, that fog covers the landscape at 8x and makes it hard to see targets in the distance. Solsar has mountain ranges that are insurmountable (try going from Bastet to Seth overland). Cyssor is fairly open, but then you have such long distances between bases. In the real world, the major difference in operations is climate...and temperature is not really that easy to convey online.

Diversity in factions - Have you played them? They are quite different. You will *never* find someone on the VS trying to snipe someone with a Pulsar, just like you will *never* find someone trying to take on a Jackhammer trooper with a Beamer. The tanks are radically different, the buggies as well. I agree there should be a few more empire-specific things, but I'd prefer bug fixes and new gameplay over something as trivial as new weapons.

Greater need for SpecOps - There is such a need with those Facility Link Benefits you dislike so much and with the Core Combat Modules. Going back to our Forseral operation. A group of six TR dropped the gens and destroyed four VS modules. That impacted the VS efforts on the *entire* continent (a fight the VS ended up losing, for reference). The Liberator is almost (key word) a ready made SpecOps craft. Heavily armed, carries three and has a lot of trunk space...not nearly as noticeable as a Galaxy. Get two and you have a SpecOps team of six. Go to town.

I don't know why you don't find more tactics in this game, anytime I work with my outfit guys we seem to have a pretty good scheme going. You playing solo or just with those SLs more interested in soaking up CR than leading?

SealDude
2004-02-22, 01:14 PM
Maybe I just get in bad squads and my outfit is not the most elite but it still seems like a giant UT2k4 map. There are slivers of tactical combat such as vehicles but used correctly and squads working as a squad. NC is going for accuracy/power because look at their main rifle and the gun on their tank. And it seems like all VS weapons are near instgib.

I understand linking up with your squad using the HART, I do it all time time but it seems that no one ever starts out by flying/driving in anymore. The base benefits are still too minute they dont have enough of an effect on the global battle.

The factions are barely diverse. So the cycler has 20 more rounds and is a little less accurate than the gauss. Big deal. They should be made so that they have a real feel to them not just the fact that you can or cannot snipe with one rifle. The same is true with the maps, they are heading that way but not fully there.

The fact that I cant get from one base right to another hardly make it a harsh place to fight. How many times have you seen people acctually use this to great effect. Ok so maybe once or twice you deny them the holy 5 second bounus to respawn but what I was talking about was something that would have a very big effect on the battle. Yesterday at Itan I tried to get people to take out gunukus generator to stop tanks but no one wanted to hear it. Even if we had they would have noticed and swarmed us and just repaired then generator. I know what the base "bonuses" are but like I said they are hardly important. The only one that is really worth taking is the dropship center becuse there is only one or two per map and you can only get a gal there, if anyone will bother using the cert.

I know PS is not an RTS, what I ment is that it would be like an RTS and ground level (if anyone has played renegade or savage you will get this) where each building has a very important and unique feature (such as making tanks, defense, powering defense, etc...) not that it will be played from a top down perspective.

TheN00b
2004-02-22, 01:29 PM
Seal, for the love of all that is good and pure, use paragraphs! Noone will reply if they can't even read your bloody posts!

kidriot
2004-02-22, 03:02 PM
that was a lot to read and I�m gonna say it now, I didn�t read all of it.

Planetside is and always has been as tactical as you want it to be.

you obviously missed Tankside or you wouldn�t be whining about not seeing tank colums escorting Deliverers. it just so happens that tactic is nearly a waste of strength. I�d much rather have people hot dropping from air vehicles, be it a Mosq or a Galaxy then trolling around in a Deliverer.

remember, if you want to see that tank column you need to form it on your own. people constantly refer to the lack of �tactics� in Planetside like something they have no power over. as if they don�t play the game. you are wrong.

I�ve been fortunate enough to be a part of an outfit that can be considered a fore-runner in Planetside tactics & strategy. it can be argued that Hostile Takeover has changed the face of Markov warfare. you�re either defending against a hot drop or attempting one yourself. I�m merely saying this to prove that there are �tactics� in Planetside.

the game has evolved much since the beta days. if you would like to see Planetside lean towards a certain direction, evolve a strat, find people who think like you, be succesful and rock on.

and if you think tactics are infantry moving from tree to tree using firing lanes and shit like that or leap-frogging inside a base then you are so far from the vein that is Planetside that you may as well cancel your account because all you�ll encounter is frustration. Planetside has become much much slower with the latest REXO buff. hope to God they don�t slow it down more or we�ll all be moving in molasses.

bryan25
2004-02-22, 03:49 PM
I agree PS does fell kinda arcade like. i like the old old screenshots they look alot more realistic.

http://www.planetside-universe.com/media/main/screenshots/old/ancient/ancient_soldier6.jpg

http://www.planetside-universe.com/media/main/screenshots/old/old_nc_soldier18.jpg

http://www.planetside-universe.com/media/main/screenshots/old/old_tr_soldier2.jpg

http://www.planetside-universe.com/media/main/screenshots/old/old_nc_soldier4.jpg

Ahhh the good old days how i wish PS looked more like it 1st did. *sigh*

Bad Mojo
2004-02-22, 03:57 PM
PS is as tactical as an outfit is disciplined.

noxious
2004-02-22, 04:14 PM
I was going to say pretty much what Bad Mojo said. Planetside is as tactical as you want it to be. The tools are there, you just have to pick them up and use them.

Rayder
2004-02-22, 05:13 PM
Tech Plants are the most useful bases in the game, and I think 95% of the entire population of PS players will agree.

SealDude
2004-02-22, 06:41 PM
A lot (i admit not all) of the thing I mentioned I cannot influence other than by doing things such as these. Again yesterday at Itan I yelled and yelled to get tanks moving to take ground and for people to take down the gen but none of it happens. I cursed out the dumbass drivers who locked their vehs yet had no one in them!

kidriot you commented on how much of a waste using deliverers was. This is my exact point! Why do people want to waste time grouping together when they can park an AMS right next to the base and mindlessly rush.

I pointed out at the bottom of my paragraph that I DID NOT want PS to be a game like americas army or raven shield with lines of fire and slow controlled movement and such and such. I realize that is boring. I just want it to be a bit slower paced not troops bunny hoping around with their rocket launchers but instead making good squads and coordinated attacks because that is the only way to win.

Sentrosi
2004-02-22, 08:21 PM
SealDude, I would like to personally invite you to squad up with CDL on a Tuesday night. If you want tactics and a concentrated initiative, we're one of the few that do on Emerald. We're Terran Republic.

Cease
2004-02-22, 11:19 PM
Sealdude,

I have to agree with what many have said here. The tactics are there, but you need to find the right crew to run with.

You talk about the mindless zerging. That's generally only successful when they are facing other mindless zergers or they just outnumber the enemy considerably.

You put a random pickup squad vs an outfit squad that works together often and you'll see the difference. The outfit squad will own them.

SealDude
2004-02-23, 04:59 PM
Hmmm I think tactical was the wrong choice of words here. Everyone thinks of tactical as americas army or some such where squads run around like military outfits walking in step, etc... I dont want it to be like that I just want it to be a tad more realistic so that working together has a real payoff and so that normal people will notice this. I realize that some of my points did have to do more with the players than the game but I feel that other ones brought up valid points. For instance what I said about terrain, sure you can ambush people now if you try hard enough but it would be loads better if you had a jungle like setting where that was happening all the time. Like I have said before I want the conts to have meaning "I dont want to go to XXX cont its a jungle yet we all have long range weapons" or "I dont want to go to YYY cont because we have a lot of vehicles and its a complete swamp land"

Also on the sides, I want them to acctually feel like there is a bit of consideration to be put into it. While having one side all snipers would suck whenever one side had all spray and pray weapons but there needs to be more to the factions. The cycler and the gauss, while one carries a bit more ammo and is faster the other one is slower but more accurate, pretty good there. Jackhammer is a close range assualt weapon that rips through infantry and so does the chaingun only faster ROF, ok there but kinda close. Phoneix vs. Striker while the striker can lock onto targets the guided missle mode is just as good but less ammo.

As you can see the weapons are kinda different but not really. I really want one side to feel one way but not totaly imbalanced and another side to feel another way so that you have to stop and think for a minute "Hmm do I want to be fast firing most of the time or more accurate" and then look at the different empire specific vehicles (more than two!) and say "well I like mowing down infantry so ill pick these people because they have a chaingun tank but I better stay away from their tank hunters."