View Full Version : Gillie Suit
Instead of doing all the bells and whistles with cloaking why not allow snipers to spec into a specialized adaptive camo body armor. This camo body armor would automatically assign colors depending on the terrain in the hex the sniper is in. when the sniper move to another hex there would be a 30 second recalibration period before their armor adjusted for the new color pattern.
That way snipers get a little more cover and aren't like steaminess with really big guns.
Malorn
2011-08-08, 07:10 PM
So you don't want an infiltration suit; you want a crappy infiltration suit?
On a sniper? Yes. Better than nothing and it doesn't leave you with invisible death machines in the hills. Besides Gillie suits serve their purpose even in games. It's there to break up your silhouette and blend with your surroundings.
Aractain
2011-08-08, 07:32 PM
http://www.arena.net/blog/wp-content/uploads/2011/08/ArmorClothingConcepts-600x460.jpg
....Whaat??
SavageB
2011-08-08, 07:44 PM
Op imo...
EASyEightyEight
2011-08-08, 07:44 PM
Translation: It's not exactly like in Planetside 1? Must be a bad idea.
Huma, isn't this practically asking for the heavy infiltrator suit discussed/conceptualized in your other thread by the way?
Raelity
2011-08-08, 07:45 PM
Cool idea, ghillie suits would be great for snipers. They would need to change depending on the enviroment though, not necessarily like a chameleon blending in with the detail of the background, just white for snow, green for grass, grey for rock or desert etc.
Sirisian
2011-08-08, 07:49 PM
Would it have the empire colors or would it be like a non-specific suit?
I actually wouldn't mind a suit where anything more than 50 meters couldn't see you if you stopped moving for say 10 seconds and didn't shoot. You'd have snipers moving around then stopping for a while undetected to ranged enemies. Then if they shot they'd become visible. Not sure if that would be overpowered though.
NewSith
2011-08-08, 07:54 PM
I swear, at first I read it as "Jelly Suit"
Why does everyone want to buff snipers?
Why does everyone want to buff snipers?
Not snipers as a whole. It could be further down their skill tree and part of a scout sniper skill set. Main reason is because a snipers oft over looked role is providing intel. The gillie suit would just provide them a lotle bit more cover while they do their job.
Huma, isn't this practically asking for the heavy infiltrator suit discussed/conceptualized in your other thread by the way?
Not really, this just provides a specialized sniper with a little more cover without providing true stealth. They would still get their standard inventory. A heavy stealther suit would just provide a slot for say a suppressor, limited equipment, and limited stealth suit capabilities.
Malorn
2011-08-08, 09:09 PM
I did have a thought a while ago about adaptive camo that slowly blended into the surrounding colors but took time so it wouldn't help while moving or could wear off while moving, though I had described it as an NC empire-only upgrade option since NC were described as the guerrilla warfare empire. Could work without being OP depending on how it was implemented and would of course have a resource cost. Though I generally dislike something that might encourage not advancing so I like the idea less now.
Similar thing could be done for snipers I suppose but I don't understand why. I don't think they need it and I share Bags' curiosity with people getting all hyped about snipers. They weren't all that important in PS1 and were only useful for sitting back and farming BEP at a stalemate. They didn't stop an advance and they didn't take territory, so...meh at best.
opticalshadow
2011-08-08, 09:15 PM
idk, i sniped a bit in ps and i was honestly never close enough for enemy fire to matter to me, save other snipers.
besides the giant blue bullet streak across teh sky gave my position away, i was never seen before my first shot, im not honestly sure how useful this is. you main predators are other snipers and infil's and again after a single shot your position is toast.
my best tactic was using phanty to fly to a mount top fire shots off and vanish inside of it.
That's because snipers never really had a role in PS1. Considering the scale of combat and the size of the battlefield in PS2 snipers will fill the same role they have IRL. Provide intel, eliminate high value targets, and spread general confusion. Everyones role will be recognizable by jus looking at them so why not give snipers their signature suit? It's never been OP in any other FPS and I don't see it being OP in this one.
Besides it would really only allow them to move into and out of sniper nests without being detected. It's not like I'm saying they should be invisible. :p
opticalshadow
2011-08-08, 09:35 PM
That's because snipers never really had a role in PS1. Considering the scale of combat and the size of the battlefield in PS2 snipers will fill the same role they have IRL. Provide intel, eliminate high value targets, and spread general confusion. Everyones role will be recognizable by jus looking at them so why not give snipers their signature suit? It's never been OP in any other FPS and I don't see it being OP in this one.
Besides it would really only allow them to move into and out of sniper nests without being detected. It's not like I'm saying they should be invisible. :p
its just that in ps, snipers fire neon lasers, no matter if you were totally invisable, after one shot everyone could see where you shot from. im not against the idea, but if the rifiles fire singal flares there isnt much of a point
Erendil
2011-08-08, 10:07 PM
Why does everyone want to buff snipers?
It's called Character Class customization and the skill tree. It stands to reason that there will be a Sniper class and that SOE will already be planning on developing a skill tree for one. It also stands to reason that personal camouflage of some sort would be one possible upgrade, and a suit like he describes would be a good high-tech version of a ghillie suit.
In any case.. Huma, your version onf the Ghillie suit sounds like a good alternative to the one I outlined in your other thread on Cloakers and Jacking. In that thread I suggested the Sniper class could have access to 3 different armour suits: (http://www.planetside-universe.com/forums/showpost.php?p=584066&postcount=24)
"Combat Sniper" Rexo - 1 3x12 slot (for the sniper rifle), 1 3x9 slot (for sweeper, MA, etc), 2 pistol slots, no camouflage.
"Sniper Scout" Agile - 1 3x12 slot, 2 pistol slots, suit has a permanent camouflage pattern on it that's selectable at the term based on your anticipated environment (arctic, desert, forest, night).
"Ghillie" suit - has NO armour, 1 3x12 slot, 2 pistol slots, but instead of the "fringe" Predator-style cloaking ability that I believe PS2 cloakers will get, the armour slowly changes color to match the ground around the sniper so long as the sniper doesn't move. Full color change takes ~1 minute.
The Combat Sniper Rexo would be the armour they'd start out in, and the other to would need to be unlocked farther on down the tree.
I, too, am hoping that snipers in PS2 will have the ability to evolve into more of a sniper/scout role if they desire, so they could also have abilities like lazing targets and uploading Reveals and troop/unit numbers to commanders' tactical maps, etc. These more advanced suits (both mine and Huma's) would help them accomplish that goal w/o simply making them "Rexo's that cloak."
EDIT: opticalshadow, I'm willing to bet in PS2 that there will be a "flash suppressor" weapon attachment that can be unlocked by Snipers that will reduce or eliminate the glowing tracer from the Sniper's shots (I guess "tracerless ammo" would be a more appropriate name). There will probably be one that reduces the volume of the sniper rifle's report as well.
SKYeXile
2011-08-08, 10:16 PM
That's because snipers never really had a role in PS1. Considering the scale of combat and the size of the battlefield in PS2 snipers will fill the same role they have IRL. Provide intel, eliminate high value targets, and spread general confusion. Everyones role will be recognizable by jus looking at them so why not give snipers their signature suit? It's never been OP in any other FPS and I don't see it being OP in this one.
Besides it would really only allow them to move into and out of sniper nests without being detected. It's not like I'm saying they should be invisible. :p
i think you mean they were not total pwn machines, they certainly had a roll though, and that is infantry supression. taking down people on base walls or coming out a doorway so that have to seek cover and cant firing on your advancing tropps to a backdoor or wall or something.
However in situation with low amounts of AA, a skeeter is going to do the job 10x better.
i think you mean they were not total pwn machines, they certainly had a roll though, and that is infantry supression. taking down people on base walls or coming out a doorway so that have to seek cover and cant firing on your advancing tropps to a backdoor or wall or something.
However in situation with low amounts of AA, a skeeter is going to do the job 10x better.
True but most people just look at it as BEP whoring so I was going to leave it at that. And yes a skeeter will do the same job better. Part of what I'm hoping for is the ability for snipers to effectively expand their role on the battle field. Snipers, like cloakers, shouldn't have to be one trick ponies. I see a lot of opportunity for snipers to really branch out with PS2.
NUBLERT
2011-08-08, 10:33 PM
I want to look like a shrubbery.
Camo does not work on the colorblind.
I want to look like a shrubbery.
Camo does not work on the colorblind.
Not true sir! I have a friend whos red/green color blind. We were playing Armored Corp:Project Fantasim and were taking turns in 1v1s with some friends. When it was my turn to play against my friend I changed the paint job to red and green. Then proceeded to beat the snot out of him while my friends kept telling him I was right in front of him. Good times good times. :)
Big red name over your head kinda makes this whole thread pointless.
Big red name over your head kinda makes this whole thread pointless.
You do realize that the giant red name doesn't show up until you put your reticule on someone right? That and we domt know if that's going to be te same in PS2.
Senyu
2011-08-09, 01:56 AM
Can I get a Magrider that can cloak and hide its projectiles?
Senyu
2011-08-09, 01:56 AM
You do realize that the giant red name doesn't show up until you put your reticule on someone right? That and we domt know if that's going to be te same in PS2.
I dont know....sometimes when playing the names glitch out and become as big as my screen covering everything up. Anyone have idea why this happens?
CutterJohn
2011-08-09, 12:23 PM
Considering the sniper rifle outranges all other infantry weapons, one would think they don't need the added benefit of superior camoflage. Is it not enough to shoot from where you can't get shot back? You must be hard to detect as well?
NUBLERT
2011-08-09, 01:06 PM
Not true sir! I have a friend whos red/green color blind. We were playing Armored Corp:Project Fantasim and were taking turns in 1v1s with some friends. When it was my turn to play against my friend I changed the paint job to red and green. Then proceeded to beat the snot out of him while my friends kept telling him I was right in front of him. Good times good times. :)
Haha, full colorblind is much better.
Big red name over your head kinda makes this whole thread pointless.
lol.
WarChimp130
2011-08-09, 01:09 PM
I'm not against a special sniper armor, but it needs restrictions to keep it at it's intended purpose.
- Lower Movement Speed
- Only one rifle slot, one pistol slot
- can't be used to pilot vehicles, except ATV's
If you want to be able to hide and kill from a distance, you should be screwed once you're found out. You shouldn't be able to yank out a Jackhammer and start blasting. Also it should require some work to get into position. No flying up to a mountain on a skeet and bailing in. Drive in on an ATV, then get into position.
That way the sniper serves it's purpose. It's a stationary killer who has to maintain his range to have survivability, but the ability to maintain that range is hampered by a slow movement speed to prevent people from constantly changing positions quickly. Once the enemy sets upon him, he should be screwed.
Trolltaxi
2011-08-09, 01:13 PM
If you want to focus on the scout role of a sniper and enhance it's options, just think about an infil standing still on a hill 150 meters away from the base. There you have the perfect scout.
I don't see why anyone would like to add a stealth suit with a sniper slot... Oh wait, the dream of the 'infil with a large slot' would come true.
If you want scouting, do it in an infil suit! Maybe the CUD could work both ways and you could upload numbers or other tactical data. If you want to surpress a base or just an entry, you don't need the ghillie at all.
The camo with the changing pattern sounds cool though, but I'd say it would be an enhancement for everyone and every armour (and skill points wasted on that, the more skill point invested, the camo effect would grow and/or adjustment time would shrink).
Elude
2011-08-09, 02:00 PM
Can I get a Magrider that can cloak?
Why do I like this idea as an upgrade!
FriendlyFire
2011-08-09, 02:51 PM
I am one of the players that will be advancing down the Sniping/Scouting trees. In PS snipers were just for farming other snipers and stalemates, but PS2 could evolve that role. Adding the Gillie suit or other ideas to support a slow moving, tactical, infantry unit, could be interesting/fun.
WarChimp130
2011-08-09, 04:15 PM
The same way people say too many people will cert to be commanders, I can see way too many people certing to become Snipers.
Sirisian
2011-08-09, 04:24 PM
The same way people say too many people will cert to be commanders, I can see way too many people certing to become Snipers.
I personally won't be certing toward sniper. I just want all the classes to be full of epic choices and strategies. So if you see something overpowered about having a gillie suit then explain why? Engineers are probably going to be seeing a lot of deployables and the same point could be made to them. The idea is to make each class a specialized play style with many choices.
Also the game is 50% indoor and 50% outdoor (roughly Higby said since that may change). So yeah if you only see your class useful in 50% of the fights then it begins to make sense. Same idea with specializing in vehicles or indoor close range combat. Lot of choices for different areas to fight in. Imagine a forest or somewhere where a cloaker or player could sneak up on a sniper also. Higby already mentioned diverse terrain. Assuming that a sniper would be good everywhere is kind of naive. That and where there are snipers there are cloakers and mosquitoes to farm them. It's like a deer wolf population.
Sovereign
2011-08-09, 04:35 PM
So you don't want an infiltration suit; you want a crappy infiltration suit?
Apples and oranges.
Gillies as much as I lavish them so in BF2 just to me wouldn't fit in sci-fi setting like this where you have the ultimate adaptive camouflage that cloaks you from any form of distinguishable visibility.
Not to mention like stated 50% outdoor and 50% indoor whereas Gillie suit is employed solely for outdoor cover thus it defeats the entire purpose of creation of naturalistic cover based Gillie suit. Stealth suits just make more sense for a game like this and defeats the purpose of the obsolete covert wear of our time.
cashfoyogash
2011-08-10, 12:04 AM
COD MW2 had an awesome ghillie suit (thats how it is actually spelled) system. First off the suits themselves were awesome they blended in perfect with the terrain. They also made it so you had to have so many one shot kills to unlock each one. For example 250 one shot kills for the woodland 500 for urban 750 for desert and 1000 for snow. This is not exact but that is how they set it up.
I think snipers should have a ghillie suit, first off that is what makes a sniper. It enables him to patiently work his way into enemy territory for whatever his mission is. The sniper is stealth, your not suppose to know a sniper was there until he has already shot his mark. I would love to see SOE incorporate Ghillie suits for snipers which could be basically a no armor or very low armor hp that will blend in well with the surroundings. Basically a shitty infiltrator suit. Not completely invisible at all and no phase technology stuff. It could have one large weapon slot a pistol slot and a knife slot. A fairly decent sized pack also maybe 25 or 50 armor hp compared to how PS1 has the armor set up. So you dont have snipers in rexo armor either if they have a ghillie suit but they do get a suit that would blend in with surroundings much like COD MW2 did it. Now SOE could just make a few suits that blend in with the typical surroundings in the game and it would be up to the sniper to pick which one to use.
If you want to focus on the scout role of a sniper and enhance it's options, just think about an infil standing still on a hill 150 meters away from the base. There you have the perfect scout.
I don't see why anyone would like to add a stealth suit with a sniper slot... Oh wait, the dream of the 'infil with a large slot' would come true.
If you want scouting, do it in an infil suit! Maybe the CUD could work both ways and you could upload numbers or other tactical data. If you want to surpress a base or just an entry, you don't need the ghillie at all.
The camo with the changing pattern sounds cool though, but I'd say it would be an enhancement for everyone and every armour (and skill points wasted on that, the more skill point invested, the camo effect would grow and/or adjustment time would shrink).
An infiltrator has very limited zoom. Unless they plan on putting in bins they need to get right on top of the target. A scout snipers role is to stand off from a target area to gather intel and eliminate high value targets. A scout sniper can stay operational longer than a cloaker can.
I don't know why everyone is all up in arms about sniper head shots. There are already a lot of things out there that are a potential instagib. Besides it's not going to be easy to get those head shots. With actual bullet physics in place you are far more likely to get hit in the body or missed all together.
Besides if you die that one time what happens? Air is called in to find the sniper and every cloaker in the area makes a bee lime for the guy. Giving a sniper armor that adapts to help them blend in a little better isn't going to over power them. Everyone just needs to calm down and just figure out how to handle snipers effectively.
Elude
2011-08-10, 06:32 AM
People are not afraid of one or two snipers, but several dozens of snipers.
I'm not completely against the idea of a camo upgrade for snipers, I think that's cool, but I do see why people are afraid of having one. Imagine for a moment that there were 30 snipers on one side with such camo that they were nearly impossible to eradicate thanks to squad spawning and advanced camouflage.
One might say "well how would they handle tanks or aircraft", well they don't need to if they simply can't be killed by them. This goes for infiltration suits as well, the only way to eliminate problems like this in the game would be to disallow the use of squad spawning on snipers or infiltration players, and only allow it on a very specific type of class that the squad leader must be, it's that or remove squad spawning.
exLupo
2011-08-10, 07:08 AM
impossible to eradicate thanks to squad spawning and advanced camouflage.
One might say "well how would they handle tanks or aircraft", well they don't need to if they simply can't be killed by them.
Squad spawning will be outdoor only and be done via drop pod. If you have found them (spawning implies you have and are firing back) and are having trouble killing them off, have your air strafe the place with the pods dropping out of the sky. If they're in a cave that you can't get air to, use any kind of transport to get troops near their hole, walk in and spray them with bullets. Snipers are best used small groups (1-3) not in clusters because that attracts massed attention (see: OS on sniper hills in PS1). The best snipers are both accurate and mobile and a whole squad, while scary for a few minutes, will get wiped out if they prove to be a threat.
People are afraid of dozens of snipers but people are often afraid of what may be without considering what realistically will be. Playing "what if" is fine but you have to remember you're just playing and it can only go so far.
Atuday
2011-08-10, 01:08 PM
That's because snipers never really had a role in PS1. Considering the scale of combat and the size of the battlefield in PS2 snipers will fill the same role they have IRL. Provide intel, eliminate high value targets, and spread general confusion. Everyones role will be recognizable by jus looking at them so why not give snipers their signature suit? It's never been OP in any other FPS and I don't see it being OP in this one.
Besides it would really only allow them to move into and out of sniper nests without being detected. It's not like I'm saying they should be invisible. :p
Calling BS on this. Sorry Huma but I have to.
Snipers in PS1 had a huge combat role. A good 2 man sniper team on voice comms to select targets could take out any infantry in any outdoor area once they where in position. One shot to weaken one shot to kill. With a single friend we broke the defense of an entire base in PS1 in under 15 mins. The amount of effort needed to take out a good sniper team is roughly 4 times the amount of effort the snipers need to ruin a base defense. Does this mean they are OP, no. Does this mean they have the roles of diverting enemies, forcing people into cover, and giving intel to the other attackers? Yes.
Atuday
2011-08-10, 01:21 PM
People are not afraid of one or two snipers, but several dozens of snipers.
I'm not completely against the idea of a camo upgrade for snipers, I think that's cool, but I do see why people are afraid of having one. Imagine for a moment that there were 30 snipers on one side with such camo that they were nearly impossible to eradicate thanks to squad spawning and advanced camouflage.
I agree with Elude on this. One sniper in a suit is not too bad but 50 would ruin a fight. I see no reason why a sniper in a game like planetside 2 would ever need such a stealth suit. As for hiding from air strikes you don't even need camo if you have an ams or other cloak bubble system.
Some one mentioned that the reason Cloakers would not work for long range scouting is due to the lack of zoom but there is an implant for that in planetside and I don't see why there would not be something like it in planetside 2.
Sirisian
2011-08-10, 02:47 PM
I agree with Elude on this. One sniper in a suit is not too bad but 50 would ruin a fight. I see no reason why a sniper in a game like planetside 2 would ever need such a stealth suit. As for hiding from air strikes you don't even need camo if you have an ams or other cloak bubble system.
Same way 50 of anything would ruin a fight? 50 lightnings? I don't follow your logic at all. It seems people have created a theoretical world where everyone is a sniper. I don't see how that jump was made.
Imagine having 50 cloakers and everyone was invisible. That would ruin the game. You can't put cloaking in. :rolleyes:
If we still have that long tracer round that points out a sniper's position I don't see that much of a problem. I feel bad for higby mentioning the 20% improvement thing though since judging ideas like this or any of the many other ones is very hard to put a percentage to it. It's specialization, but most people don't view it that way.
I don't see why anyone would like to add a stealth suit with a sniper slot... Oh wait, the dream of the 'infil with a large slot' would come true.
Regarding this I don't think anyone suggested an invisibility for close range. That would overlap the infiltrator's job. It was more as "hey you're too far away so to make this work without allowing obvious cheating the player fades out after a certain distance when not moving".
Trolltaxi
2011-08-10, 03:24 PM
50 invisible snipers on a hill (illuminating the hillside with every tracer shots they fire) cry for a mass carpet bombing or a heavy artillery strike! :)
"A bullet may have your name on it but artillery is addressed to all whom it may concern."
Elude
2011-08-10, 04:20 PM
I am not against camouflaged snipers as I mentioned before, I am against squad leaders having the capability of being one, a squad leader should be it's very own class.
Same way 50 of anything would ruin a fight? 50 lightnings? I don't follow your logic at all. It seems people have created a theoretical world where everyone is a sniper. I don't see how that jump was made.
Imagine having 50 cloakers and everyone was invisible. That would ruin the game. You can't put cloaking in. :rolleyes:
The goal is to eliminate the squad leaders to stop their team mates from spawning on them, if they were in 50 lightning tanks then you could clearly see who was a squad leader, and who wasn't. It's not like their team mates are going to spawn on them with additional tanks of their own.
I was never exclusively selecting the sniper class as the only class you could pull off such madness, I in fact mentioned the infiltration class along with it because these are the two that would be the most difficult to spot.
Here's an example for you for better understanding. Take 50 players with incredibly bright green suits covering them head to toe and send them into battle all looking alike, chances are the enemy team will have some difficulty picking out who is a squad leader but at the rate they sight, and kill each bright green player would make it fairly difficult for squad leaders to survive or anyone on that side for that matter. Just imagine being one of these bright green players waiting to spawn on your leader, watching the timer count down, each second is a second your leader is being seen, and a chance of his death.
If you take this same setup and apply it backwards by making everyone extremely difficult to see then you end up with a squad leader with a longer life span thus giving the team members of that squad a better chance of spawning.
I thought this was clear enough in my first post.
exLupo
2011-08-11, 05:10 AM
I get what you're saying but I don't see the same problem you do. Especially if you add in the suggestion to have ghillie's efficacy being range based. If they lose cloak on move or within X meters then the same application for aircraft or dropped boots we use today will fix the problem. Artillery doesn't care about the cloak at all. There's even the potential for a high tree unlock that lets sniper scopes see through each other's cloak so counter-sniping is not only viable but critical.
The only way you could possibly get an "unlimited" drop loop is if you had a pure infil sitting up there, doing nothing and even then if one of the responders has DL (assuming all things are the same) then the infil isn't long for this world. Frankly, there's nothing new to fear regarding unlimited spawns from a cloaked unit. Why? Because the AMS already does that without drop pods pointing out the location. Heck, have an a.med infil hang out and you've got the same scenario but, again, without drop pods.
I think everything is covered.
Cloaked squad leader? Home in on pods and clean them out via air, boot or arty.
Difficulty in finding unit? Back track tracers (if they exist, hope not) or some other solution we don't currently know about.
Don't be afraid of 50 partially invisible snipers. If they're defending an approach outside the base, secure the siege perimeter area by area. If they're attacking then the cy is limited to vehicles and maxes (you can snipe a max but it takes time) but with air and vehicles dominating, that's not a big change.
And, like in every other game. It doesn't matter how scary a sniper is, they still aren't capping objectives. Snipers can be great for suppression and taking out key units (medics, SLs, manned guns) but they have zero ability to actually finish an offense.
Elude
2011-08-11, 05:50 AM
My main fear is the ability for squad leaders to stay unnoticed, not particularly a mass of one class.
As you mentioned, the AMS already does this, but take into account that there will be several dozens of squad leaders around rather then a few AMS's, also take into account that unlike an AMS, a squad leader is constantly mobile, and can hide much easier.
If a squad leader has the ability to cloak he could simply hide in the trees or behind a wall or over a hill, never once having to fight or even look at the enemy. While extremely boring for the squad leader, it would become extremely annoying for the enemy team.
Of course we wont see this shit going down at launch anyway considering squad spawning will be an upgrade. This is really for another thread but all I'm asking is for a squad leader specific class, a class so recognizable on the field that he would be in constant fire, and would require his team to heavily look out after him for their own sake.
exLupo
2011-08-11, 05:54 AM
My main fear is the ability for squad leaders to stay unnoticed
With drop pods, this will not be possible. At best you'll have an infil squad leader sitting around doing nothing. While it's possible that they can keep hiding and spawning snipers. The counter is one heavy boot hanging around, killing the spawning squad as they fall, one by one, into his bullets. Infil still gets nothing done and the heavy pads his kill count.
Will people do this? I'm sure some will. Will it be effective? No.
I cannot tell you the number of times that I've dropped onto a continent as an infil, cloaked off from the pod and have a reaver spend 5 minutes in a circle pattern hunting until he found and killed me. If there's anything players in shooters love to do it's kill stealth units, no matter the cost.
Elude
2011-08-11, 06:26 AM
First of all we have no idea how the drop pods for squad spawning will exactly work, they might drop you 50 meters from your squad leader or more, they might even drop you right on top of him. We also don't know how fast they will come out of the sky or how large or small they will be. We do however know that you will see more drop pods coming down then you once did in the first game, we know this because of the inclusion of squad spawning.
As for reavers attacking spawning drop pods... We have no idea how these will work either, one of the early screenshots of Planetside 2 suggested that they could possibly be a two man vehicle like an Apache helicopter(if that really was a reaver). The pilot may fly over to a drop pod in hopes to destroy whatever player spawned from it, but that's truly up to the gunner.
We also do not know how reavers will maneuver this time around, but we do know they will be more difficult to fly according to the developers. Lets also not forget that unlike the first game, Planetside 2's landscape according to the developers will have much more vertical gameplay, this suggests that there will be many more places to hide, and less open death traps.
I believe a reaver would not last 5 minutes in the air if he were circling around drop pod locations looking for you in Planetside 2.
Just my assumption.
exLupo
2011-08-11, 06:38 AM
^^^ That all puts every idea under a microscope and accomplishes nothing but pointless obfuscation in the process.
Do we know nothing about the drop spawn system? Yes. However, we can reasonable assume that the pods will drop somewhere relevant to the squad leader. Also, we can reasonably assume these pods won't be invisible so watching them come down, especially if you're regularly killing off 9/10ts of the squad, shouldn't easily lead to the target location for air, boot or arty.
And while I did use the word "reaver" in my infil example, feel free to replace that with any other form of unit. I've had reavers, mossies, single pilot libs, mbts, lightnings, atvs, agiles, rexos, maxes and even other infils spend tons of time looking for me after I've dropped.
The point I was making is should be clear, just pan back from the issue for a second. Infil squad leaders will be pinpointed by drop pod areas and players will hunt them to the point of extinction, regardless of the means of propulsion be it jet, tread, wheel or boot.
This is getting into a really serious case of "what if you do X, Y, Z, 1, 2 and 3 all at the same time". You're overthinking the issue. Look at 2142 for an example of on-squad drop pod spawns. If you haven't played it, I'll let you know now that it is by no means a stealthy way to camp a location.
Baneblade
2011-08-11, 10:53 AM
The only way I'd be able to support anything remotely approaching sniper invisibility is if the only weapon they can fit in the rifle slot IS a sniper rifle. And the infiltration turns off when reloading or moving.
exLupo
2011-08-12, 12:29 AM
^^^ That was the impression I got. Some variation of Agile+ with a sniper rifle only large slot.
Kouza
2011-08-12, 02:52 AM
OP.
Peacemaker
2011-08-12, 04:04 AM
Why's everyone so worried about spawn on SL? Its been stated that you can't continue to do so. Its like a 1 time ability with a cool down on it. Can't just keep respawning, same with the galaxy.
Adaptive Camo / gillie suit? Yes please. Comments about 50 snipers on a hill? ONE reaver or any vehicle would just about cream their pants for that opportunity.
Senyu
2011-08-12, 04:13 AM
Squad Spawning isn't a normal thing. It's deep in the tree and has a long as cool down as stated. So don't get used to the idea. Probably be awhile before we even see one in the game.
As for above post. Yes. One happy day for a Reaver Pilot.
exLupo
2011-08-12, 04:17 AM
^^^
Culled from here (http://www.mmorpg.com/discussion2.cfm/post/4323593#4323593):
Q: How will squad spawning be balanced?
Matt: Oh, wow. I'm a big fan, dude. I'm super geeked you replied to this. heh. Squad spawning is really tricky to balance, no doubt. What we haven't talked about are things like the requirements to do it (needs a relatively advanced spec'd squad leader in your squad to use) and it will be on some kind of cooldown based on the squad leader. It's definitely not designed to be your primary respawn method.
Elude
2011-08-12, 10:13 AM
^
That's a relief.
Hamma
2011-08-12, 04:44 PM
ah nice hadn't seen that :thumbsup:
Talek Krell
2011-08-17, 11:01 PM
I don't think snipers need to be any harder to find. They're already getting the OSKs (or so it currently seems), and they'll have those at a range and a manpower level unmatched by pretty much anything else in the game.
nathanebht
2011-08-17, 11:13 PM
There is no prone in PS2. So I can't see a Gillie Suit being that effective.
Perhaps they could have a cloak that drops temporarily after each shot.
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