View Full Version : Infantry Classes Armor and Weapons
Brusi
2011-10-27, 10:51 PM
I know this is a little bit preemptive and still mostly speculation, but it's still prolly worth a thread for discussion.
Higby Mentioned that there were 6 classes i think:
MAX Unit
Heavy Assault
Light Assault
Engineer
Covert Ops
Medic
What he still hasn't given us much clues about, are the types and number of weapons/devices that each class can carry/equip.
- MAX Units are able to equip at least two weapons, and mix and match these for different puerposes (AI/AT/AA).
- Heavy Assault can equip Big AI or AT weapons (any mention/speculation specific Infantry AA guns?)
- Light Assault can Jetpack
- Engineer can set up MG nests and place mines and...
- Infiltrators carry only a pistol (stil a MAJOR assumption), use a cloaking suit and can setup/throw remote cameras... OR can spec as a sniper w/o cloaking
- Medics... heal?
Anything i've missed? Any thoughts, opinions or assumptions?
Oh and P.S. - One thing i found particularly noticable from the screenshots so far is the lack of rifles slung over the backs of the guys with pistols and no alternative secondary medium assault rifle on the back of Higby's HA test toon with the rocket launcher.
One thing i found particularly noticable from the screenshots so far is the lack of rifles slung over the backs of the guys with pistols and no alternative secondary medium assault rifle on the back of Higby's HA test toon with the rocket launcher.
I really hope weapons appearing on characters just hasn't been implemented yet. Magical pull-outta-my-ass weapons have no place.
Halseth
2011-10-27, 11:43 PM
Can I not be an Engy Medic anymore? Being able to both repair and heal was a lot of fun.
No more being an all purpose support troop?
Slepnair
2011-10-27, 11:47 PM
Higby did say that the infiltrator class is also the sniper class, their just in different directions i believe, or something along the lines.
I really hope weapons appearing on characters just hasn't been implemented yet. Magical pull-outta-my-ass weapons have no place.
They're cutting a lot of animations for performance, unfortunately.
Marth Koopa
2011-10-27, 11:55 PM
They're cutting a lot of animations for performance, unfortunately.
Doing stuff like that is just going to make it feel like a bad Battlefield knockoff.
I swear... if switching weapons is just going to cycle whatever is in my hands and not perform an animation of me actually swapping it, I'm going to be mad as hell.
All of PlanetSide's charm is going to be lost if crap like that is going to happen.
Yup. Not much we can do about it but bitch and hope it's in their 3 year plan.
Sirisian
2011-10-28, 12:36 AM
They're cutting a lot of animations for performance, unfortunately.
Doubt it's performance related. Probably related to time costs. Someone should ask T-Ray to clarify that as a question tomorrow. "Why do none of the TR have weapons on their back?"
Brusi
2011-10-28, 01:04 AM
Higby did say that the infiltrator class is also the sniper class, their just in different directions i believe, or something along the lines.
Ah, yeah... The light assault has Jetpacks, not snipers. Will edit
Graywolves
2011-10-28, 01:46 AM
Graywolves,
Best class of them alll!
SKYeXile
2011-10-28, 02:27 AM
I hate that they're making classes.
I am cool with say Exos being the only class to weild HA and stuff, but not being able to lay mines or medic with exo...sigh...games going to mainstream.
I hate that they're making classes.
I am cool with say Exos being the only class to weild HA and stuff, but not being able to lay mines or medic with exo...sigh...games going to mainstream.
Well, I'd rather it be successful than die, but yeah...
I'd love OPTIONAL classes. For those too simple or lazy to cert properly.
Raymac
2011-10-28, 02:48 AM
Doing stuff like that is just going to make it feel like a bad Battlefield knockoff.
I swear... if switching weapons is just going to cycle whatever is in my hands and not perform an animation of me actually swapping it, I'm going to be mad as hell.
All of PlanetSide's charm is going to be lost if crap like that is going to happen.
Really? I mean really?
I don't know if I've ever said or ever heard "You know what's one of the best things about Planetside? The animations for switching weapons."
SKYeXile
2011-10-28, 02:52 AM
I think its nice to have, its nice to know as a max or pilot if somebody is gonna whipout AV on you. but by no mean necessary, i do hope they stick with X x X rifle/pistol/perhaps heavy weapon slot with bagspace. and do go the generic.
Rifle 1
pistol or rifle 2 if you have a perk
Grenade
secondary grenade
special ability.
That would be MEGA SIGH. infact...ill upgrade that to *facepalm*
Raymac
2011-10-28, 03:02 AM
I don't think I'd personally facepalm over that considering how it's basically a staple for shooters. Generic? Sure, but so are other things like ADS which I'm very much looking forward to, but I'm getting a bit off topic I think.
SKYeXile
2011-10-28, 03:23 AM
I don't think I'd personally facepalm over that considering how it's basically a staple for shooters. Generic? Sure, but so are other things like ADS which I'm very much looking forward to, but I'm getting a bit off topic I think.
O.o
DviddLeff
2011-10-28, 03:33 AM
Your classes look about right.
My main question regarding the class system now is which classes will be able to drive vehicles?
Regarding holstered weapons being shown on the player model yeah it would be a shame to lose it, but like vehicle boarding animations it isn't a game breaker.
Traak
2011-10-28, 03:34 AM
I hate that they're making classes.
I am cool with say Exos being the only class to weild HA and stuff, but not being able to lay mines or medic with exo...sigh...games going to mainstream.
I think it was mentioned in one of the interviews that the heavy armor guys will be able to do engie, medic, and CE stuff.
I don't think I should be deprived of heavy armor because I'm a medic.
xSlideShow
2011-10-28, 03:41 AM
They said everything but max can drive vehicles. Pretty sure... Heavy Assault may not be able to.
And we should really wait to judge medic until they give us some info about it. I would love to get some insight on the what the medic can do.
Traak
2011-10-28, 03:47 AM
They said everything but max can drive vehicles. Pretty sure... Heavy Assault may not be able to.
And we should really wait to judge medic until they give us some info about it. I would love to get some insight on the what the medic can do.
Anesthetize the enemy with a dart gun?
It said in the article the light infantry is like the glass cannon , can do the most damage in shortest time, but dies relatively fast.
I agree with skyexile on this one though .I'm not a fan of the class system either.
The game loses its soul not having the backpack /swapping weapons , and your own micromanagement of that on a moment by moment basis. Even looting to replenish supplies etc , or just collect items for later to keep in your locker. Even the animation of swapping the weapons had a time frame to it adding balance to the equation.
Classes are in ,thats a given . A decent outfit is going ot be an absolute necessity . Otherwise its going to be the equivalent of doing a pug dungeon run in wow , and wiping every time because the hunter thinks hes the tank , or the healer starts to /dance.
SKYeXile
2011-10-28, 04:08 AM
It said in the article the light infantry is like the glass cannon , can do the most damage in shortest time, but dies relatively fast.
I agree with skyexile on this one though .I'm not a fan of the class system either.
The game loses its soul not having the backpack /swapping weapons , and your own micromanagement of that on a moment by moment basis. Even looting to replenish supplies etc , or just collect items for later to keep in your locker. Even the animation of swapping the weapons had a time frame to it adding balance to the equation.
Classes are in ,thats a given . A decent outfit is going ot be an absolute necessity . Otherwise its going to be the equivalent of doing a pug dungeon run in wow , and wiping every time because the hunter thinks hes the tank , or the healer starts to /dance.
yea, another great thing about planetside, and why i love it, it does not matter how many, who or what sort of builds you have on, you can always find something to do in planetside. Granted if you want to do something more tactical, you may need afew key certs or players and a certain amount of people to get the job done. However I guess with the scale and zerg nature of PS, hopefully a squad wont be needed as most people in FC know...I like my soloing.
yea, another great thing about planetside, and why i love it, it does not matter how many, who or what sort of builds you have on, you can always find something to do in planetside. Granted if you want to do something more tactical, you may need afew key certs or players and a certain amount of people to get the job done. However I guess with the scale and zerg nature of PS, hopefully a squad wont be needed as most people in FC know...I like my soloing.
I'm going to miss hacking too ,the basis of most most soloing in the past.
Xyntech
2011-10-28, 07:25 AM
We don't know exactly how far customization of loadouts can go under the new system. It may end up being that the medic skill tree is a line that can be used in conjunction with light and heavy armors.
We will probably lose some of the more fringe and interesting combos like infiltrator medics and we have already heard that engi/medic combos are gone, but this may be the price that has to be payed for better balance control in the face of large numbers of customization options. We can't really say for sure if the trade off is worth it until we see more.
Considering that armor has been replaced with regenerating shields, I assume that most of an engi's repair jobs will be relegated to fixing vehicles, structures and perhaps MAXes. In this case, not being able to be an engi and a medic at the same time would be a lot less of a blow and make a lot more sense in some ways.
I'd like to hope that the class system will allow for quite a lot of customization. More like a complex system of "no you can't use this with that, that or that, but you can use it with this this and this."
I'd also hope that the removal of inventories doesn't mean the removal of custom equipment loadouts. Hopefully we will have a certain amount of slots to equip various items (with whatever restrictions they enforce for balance) where we can choose between things like med packs, grenades, extra ammo, etc.
Did it ever strike anyone as odd that we physically saw the weapon on our back in PS1, but then we could magically pull another giant gun out of our ass whenever we wanted? If the removal of inventories is replaced with a more realistic customizable loadout space where we can't just decide to carry a gun for every contingency in our 5th dimensional back pocket, I won't be too sad to see it go.
If we end up with cookie cutter "you always carry this much ammo and this many grenades," I will be very sad.
It will also make me quite sad if we lose the ability to see our weapons on our body. I'd actually love to see this taken to the extreme, where every item we are carrying is visible on our person, although this may be impractical for things like ammo. Maybe everything but ammo?
Draep
2011-10-28, 08:51 AM
Please, please we don't need to discuss the merits of classes again. This has happened in quite a few threads already. I'm assuming the class system is set is stone, no amount of discussion is going to change it. I know you had a lot of fun with them in PS1, but a class system makes sense. I'm sure you'll still have a decent kit selection.
Xyntech
2011-10-28, 10:31 AM
Please, please we don't need to discuss the merits of classes again. This has happened in quite a few threads already. I'm assuming the class system is set is stone, no amount of discussion is going to change it. I know you had a lot of fun with them in PS1, but a class system makes sense. I'm sure you'll still have a decent kit selection.
And as I mentioned, we have no indication on whether or not it will be that limiting.
Imagine if they kept the inventory system, but just started putting limitations such as "no carrying this item while carrying that item" or "no carrying an additional giant gun that you couldn't possibly fit in your picket." Legitimate limitations when you are trying to provide more customization for individual items but want to retain the ability to have balance.
Unless we find out that loadouts are extremely rigid and uniform, I don't think we will be losing to much.
Like Draep says anyways, it's set in stone for the game design now. May as well see how it works since there isn't much that can be done about it. If setting your expectations low to avoid being disappointed is your way to deal with things, so be it.
Crator
2011-10-28, 10:34 AM
It will also make me quite sad if we lose the ability to see our weapons on our body. I'd actually love to see this taken to the extreme, where every item we are carrying is visible on our person, although this may be impractical for things like ammo. Maybe everything but ammo?
This. Visible weapons on the body of avatars is something that set PS1 apart imo. It's the extra mile that makes it great and provides deeper immersion.
Xyntech
2011-10-28, 10:44 AM
This. Visible weapons on the body of avatars is something that set PS1 apart imo. It's the extra mile that makes it great and provides deeper immersion.
It would also be such a pity to lose the visible weapons on bodies just when we finally got rid of the retarded "I've got 3 Deci's hidden in my crotch" magic inventory.
Traak
2011-10-28, 10:52 AM
It would also be such a pity to lose the visible weapons on bodies just when we finally got rid of the retarded "I've got 3 Deci's hidden in my crotch" magic inventory.
The purposeful look of an Arab-world freedom fighter with quite a few RPG's sticking up over his head from his makeshift backpack on the way to say hello to some Gaddafi comes to mind.
Xyntech
2011-10-28, 10:58 AM
The purposeful look of an Arab-world freedom fighter with quite a few RPG's sticking up over his head from his makeshift backpack on the way to say hello to some Gaddafi comes to mind.
If you want to balance that as an option, allow players to carry a half dozen backup weapons on their backs. :D
I just don't mind losing a few options from freeform inventories if it means a lot of other new features plus better balance control.
If it was just "Fuck you, you get the handful of loadouts we choose and that's it," it would be different. I'm envisioning it just being a different, but still robust form of customization. On the other hand, I could be sorely disappointed.
NapalmEnima
2011-10-28, 01:06 PM
I'm glad we'll see the end of Rexo/HA/AV/Med/Eng for Every Single Infantryman. That got dull.
I would like to see all the unequipped gear on avatars. I like that about PS, but it's not an absolute requirement.
OTOH, looking at the stuff hanging on the belts of the TR in those exclusive shots, I suspect we're looking at just that. No "weapons on the back", but I'm guessing that feature just isn't in yet.
Didn't one of the interview scans recently mention "a dozen" classes?
We Know Of:
Infil/sniper
LA
HA
Engineer
Medic
MAX
That's 6. "AV" might be a separate class. 7
Special assault class? 8
crew served weaponry class? Deploy engy's MG, plus a mortar? 9
Dedicated squad leader class? Bonuses to various leadership abilities at the cost of no awesome gear (rexo, standard assault maybe). Now available with a bullseye on your forehead at no additional charge! 10
Supply carrier/ammo dispenser class, ala BF? 11
Frog Man! If they do have boats/aquatic combat, some sort of amphibious soldier Just Makes Sense. 12
Also, the sort of map design that would make amphibious troops interesting would also allow for boats added further down the road. Most of the PS1 maps would need MAJOR overhauls to allow for boats as anything but floating artillery pounding on something from afar.
You know what else gets dull? Six classes.
Raymac
2011-10-28, 01:22 PM
You know what else gets dull? Six classes.
Less dull than 1 infantry class which is what PS has evolved to now. Add in cloaker, and Max, and you have 3 total. 6 > 3
Less dull than 1 infantry class which is what PS has evolved to now. Add in cloaker, and Max, and you have 3 total. 6 > 3
Yeah, there were only three loadouts used in PS1. You are right. I was running around with HA/AV and when I got outdoors I pulled out my third weapon, my bolt driver. And then turned my cloaking on.
Raymac
2011-10-28, 01:33 PM
Yeah, there were only three loadouts used in PS1. You are right. I was running around with HA/AV and when I got outdoors I pulled out my third weapon, my bolt driver. And then turned my cloaking on.
Ok fine, 3.5 classes when you add in Sniper/AV as opposed to HA/AV. 6 > 3.5
Senyu
2011-10-28, 01:41 PM
Cant judge to much on how well their stuff will work but personally, regen sheilds is stupid and should be removed. And why cant they just make certain armor/weapon combos not allowed by adding restrictions. Example, Heavy Armor allows all weapons to be equipped. Infiltration Armor doesn't allow some weapons like AV or sniper be equipped. Rather than just the size of the weapon fitting the slot like in PS1, you can specify which stuff can and cant go with each other on each possible combination. Still want to seperate the medics and engi's? Make it so only 1 is allowed in inventory or equipped slot. You got a healer gun? Well no engineer stuff is allowed on you.
But well see how it works with the way they are doing.
Ok fine, 3.5 classes when you add in Sniper/AV as opposed to HA/AV. 6 > 3.5
fallacious
regen sheilds is stupid
agreed. total /facepalm:doh:
Raymac
2011-10-28, 01:47 PM
fallacious
I will not perform oral sex on you! I don't swing that way.
Raymac
2011-10-28, 01:52 PM
regen sheilds is stupid and should be removed.
The reason I'm not worried about regen shields in PS2 is because we basically have it in practice in PS1 now. Pretty much everyone carries an armor repair thingy (name escapes me) so when we take a few hits, we go behind cover, regen err repair armor, then pop out again.
It's basically the same as regen shields so I don't see it affecting the gameplay we are used to, especially once it is balanced.
Marth Koopa
2011-10-28, 01:56 PM
Really? I mean really?
I don't know if I've ever said or ever heard "You know what's one of the best things about Planetside? The animations for switching weapons."
It's all the little things, man.
Yeah, regen shields should work exactly how armor works now, just no need to repair yourself. Same result.
EASyEightyEight
2011-10-28, 05:31 PM
There IS one teesny, weensy, key difference though: in PS1, you were basically dropping your pants whenever you took a moment to recover yourself. In PS2, gun is out all the time, baby! I also imagine, however, that if they're somehow going to include a medic beyond being a revive-bot, that health pools will be in as well, and the system may act more like it does in Halo: Combat Evolved? Shield acts as buffer, hp is what matters?
BTW... where have we heard armor will act like shielding? This forum is a mess to me anymore.
And for what it's worth, I'm digging the idea of the class system. I'm under the impression every class will be hacking capable by default, or whatever method is used to control territory anyway. I imagine the inventory system working more closely to tribes 2: select weapons for each slot. As for ammo however, I doubt we'll have that control, unless that works under a points system (example: 5 points total, 1 point = 50 rounds, 1.5 points = 1 medkit, etc.) I mean, if we can expect AP ammo in PS2 (no confirmation that I know of) then I would think that's a guarantee we'll be able to customize our ammo count in some way.
Maybe you can't regenerate with your gun out? Maybe you can't fire within 2 seconds of regeneration? Maybe after regenerating shields you draw your gun 25% slower?
Who knows how it will work! It most likely will regenerate after not taking damage for a while, regardless if your gun is out, but still.
Xyntech
2011-10-28, 06:23 PM
You may no longer be dropping your pants to repair your armor, but they are going for an overall faster pace of gameplay, so the change actually makes a lot of sense. It will be different, but we'll see how it works in practice.
It will also help when you consider that they aren't allowing medics to be engis at the same time. Now it sounds like engi's will be focused on repairing vehicles and setting up deployables and shit.
I have always thought that Halo: CE had a good compromise with regenerating shields but persistent health. I think that it will work well in Planetside 2. The only thing it may be strange on is MAXes, but I'm hoping that those are treated a little bit more like vehicle armor and must be repaired by engis with a vehicle repair tool.
EASyEightyEight
2011-10-28, 07:23 PM
I expect MAXes to work that way too. They always were meant to be the bastard child of infantry and armor. Nice that we'll be able to customize them this time around to be a little less situational. That was annoying as hell, and I never use a MAX suit. Though I'm curious if a MAX can choose to pack the same weapon on both arms and have double the fun against specific targets?
Halo: CE was just the most obvious choice I could think of that shielding in PS2 might take after. Another method I also particularily liked was Halo: ODST's, where there was "stamina" (essentially the shield) and then health. If you're stamina crapped out, you were a goner, but your health went down at the same time, only slower. It would inevitably get to the point where your health pool was smaller than your stamina pool, thus making it difficult to simply just duck behind cover when your shields drop and wait for a recharge. Eventually you couldn't take a hit at all without some real first aid.
I don't expect PS2 to go the ODST route however. Beta will tell though. I'm sure they're tweaking everything so that it's not a second of sustained fire to drop a shield/nanite-regenerative armor or whatever, but more like 2-4 rounds, depending on the weapon. Obviously the heavier exo-suit should take a few more than that, as we can't expect them to do much more than be on the front line, killing things (I'm not counting on medics and engis having rexo access myself.)
It sounded a lot more like Borderlands, as you can tweak
Max shield
Regen time
Time until regen
According to higby.
EASyEightyEight
2011-10-28, 07:30 PM
It sounded a lot more like Borderlands, as you can tweak
Max shield
Regen time
Time until regen
According to higby.
Well, in this vein of thought, Borderlands pretty much followed Halo: CE's shield/health system, just, yeah, there are factors involved, such as you listed.
We'll probably see balance bars when adjusting those variables :huh:
Tiberius
2011-10-28, 09:31 PM
I was hoping they were gonna upgrade to a first person animation of entering and operating vehicles. :/
Who's excited for PS3?!
Crator
2011-10-28, 11:38 PM
Well, I sure hope we can holster our guns which in turn makes us run faster, like in PS1.
Raymac
2011-10-28, 11:45 PM
Well, I sure hope we can holster our guns which in turn makes us run faster, like in PS1.
Like in the trailer @ 0:30?
Zulthus
2011-10-28, 11:48 PM
I was hoping they were gonna upgrade to a first person animation of entering and operating vehicles. :/
Who's excited for PS3?!
That's honestly what I was hoping for. Wondering why there seems to be such a low budget on the game that they cannot add them in. Everything else is looking damn awesome though.
Like in the trailer @ 0:30?
I don't see it.
Raymac
2011-10-29, 01:05 AM
The part where it's sprinting?
I don't see them put away their gun though.
Raymac
2011-10-29, 01:52 AM
No, but it gets lowered while he is sprinting. Pretty much the same thing, right?
No, but it gets lowered while he is sprinting. Pretty much the same thing, right?
Not really... there's a big difference between a 2 second draw time and instantly being able to shoot.
Raymac
2011-10-29, 02:55 AM
meh, there is but there isn't.
Crator
2011-10-29, 09:26 AM
The holster/draw animations gives your opponent reaction time, and decision making if they actually show the weapons on the avatars and animations of them switching them.
EASyEightyEight
2011-10-29, 11:34 AM
Bringing your weapon to your chest while sprinting is nothing new in FPS gaming. I do imagine there being stamina consumed with sprinting however, so for relatively safe travel (such as getting around a non-contested base,) maybe we can put away our firearms for a boost in speed?
For my part, I certainly don't want everyone to always have a weapon at the ready when not in combat. Maybe at least if one attempts to holster the current active weapon, the avatar just lowers their weapon into a more at-ease position across their chest/stomach, but it should take a moment to whip it back out, if a bit shorter than simply pulling it from one's own back. I understand SOE wants to speed up the game after all.
CutterJohn
2011-10-29, 11:53 AM
For my part, I certainly don't want everyone to always have a weapon at the ready when not in combat. Maybe at least if one attempts to holster the current active weapon, the avatar just lowers their weapon into a more at-ease position across their chest/stomach, but it should take a moment to whip it back out, if a bit shorter than simply pulling it from one's own back. I understand SOE wants to speed up the game after all.
For my part, I dislike it when I can't do things in games I can do in real life. I don't care if they can do things I can't do, I'll chalk that up to sci fi, but not being able to sprint with a weapon out is.. silly.
In fact I believe I would run faster holding a rifle than I would having it slung across my back.
And I for one seriously hope that the having everything slung on the back business is dead.. PS was almost comical, especially when there were two extra large weapons on the avatars back. They weren't even in a proper sling or holster, just welded there, quite often clipping right through the avatar mesh(and completely clipping through the command backpack). Looked quite rubbish.
EASyEightyEight
2011-10-29, 03:00 PM
For my part, I dislike it when I can't do things in games I can do in real life. I don't care if they can do things I can't do, I'll chalk that up to sci fi, but not being able to sprint with a weapon out is.. silly.
In fact I believe I would run faster holding a rifle than I would having it slung across my back.
And I for one seriously hope that the having everything slung on the back business is dead.. PS was almost comical, especially when there were two extra large weapons on the avatars back. They weren't even in a proper sling or holster, just welded there, quite often clipping right through the avatar mesh(and completely clipping through the command backpack). Looked quite rubbish.
I don't know if you missed what I was getting at, or if I'm just misunderstanding that you're agreeing.
What I don't want to see is everyone's weapons always at the battle ready, stock shoved into the shoulder, and the barrel pointed outward. It just looks... weird when you're setting up your kit and grabbing a vehicle when the nearest firefight is 2km to the east. I just want the weapon brought to one's chest when they "holster" their active weapon for a boost of speed that doesn't consume stamina. Kind of like pointing at friendlies or being in the middle of an event where firing is not allowed in the story of an FPS.
I agree the back sling thing looked ridiculous, but it was impractical to have a modeled holster rig or apparatus at the time, and a prefer the back holstering to nothing being there at all.
Raka Maru
2011-10-29, 03:04 PM
To me it looked like there are notches to secure weapons on the backs of the heavy suit.
Erendil
2011-10-30, 07:29 PM
Bringing your weapon to your chest while sprinting is nothing new in FPS gaming. I do imagine there being stamina consumed with sprinting however, so for relatively safe travel (such as getting around a non-contested base,) maybe we can put away our firearms for a boost in speed?
For my part, I certainly don't want everyone to always have a weapon at the ready when not in combat. Maybe at least if one attempts to holster the current active weapon, the avatar just lowers their weapon into a more at-ease position across their chest/stomach, but it should take a moment to whip it back out, if a bit shorter than simply pulling it from one's own back. I understand SOE wants to speed up the game after all.
Yeah, I'm with ya. Having your weapon out and shoulder-braced all the time looks weird when you're just running around in a friendly base and the nearest enemy is halfway across the cont. But I suspect the avatars in PS2 will only have their weapons in that position when they're using ironsights, and will carry their weapons at/near the hip otherwise.
And I agree putting your weapon away should give you a slight boost in speed since you need your arms free to act as a counterbalance to swing your hips out and increase your stride. I'm hoping for 5 different footspeeds in PS2:
Walking/ironsights
Double-time (jogging) with weapon in-hand
Double-time with weapon put away
Sprint with weapon in-hand
Sprint with weapon put away.
The first 3 speeds are already in PS1. Sprinting should probably only be possible for at the most 15-20 seconds, and having a "heavy" class weapon in-hand (HA, AV, SA) should slow you down more than if you have a lighter weapon out.
As for attaching weapons to your back w/o a holster, I know how the VS do it...
http://i540.photobucket.com/albums/gg331/Erendil69/Velcro.jpg
Technology Equals Might, baby! :D
DviddLeff
2011-10-31, 06:42 PM
Question: we have seen Standard armour in the TR turn around video; where does that fit into the class scheme?
We know that you will spawn directly into the armour you choose to speed up getting back into the fight, so what purpose does Standard serve?
What I want: Make standard the only class that can crew vehicles.
Brusi
2011-10-31, 07:06 PM
I like that idea for standard armor, as it would definitely add another level to game play... however i have a feeling that it could end up just being a level of frustration that would slow down gameplay.
There is likely no AMS, meaning that swaping from a vehicle class to an infantry class could only be done at a base or maybe a grounded Galaxy? The last thing i want to start seeing is people suiciding as a shortcut to poor game design.
Kriegson
2011-10-31, 09:09 PM
Question: we have seen Standard armour in the TR turn around video; where does that fit into the class scheme?
We know that you will spawn directly into the armour you choose to speed up getting back into the fight, so what purpose does Standard serve?
What I want: Make standard the only class that can crew vehicles.
I would think this is probably the case. It promotes a level of teamwork as you can't just fly everyone to the base in mosquitos and hop out in combat armor, ready to go. Pilots would have a distinct disadvantage and also offer a good support niche for those who aren't too good at pounding ground.
Without AMS's and with pilots being less effective in direct combat, they would be at something of a premium, and valued members integral to supporting an offensive.
EASyEightyEight
2011-10-31, 10:13 PM
Following their plan to get players into the battle ASAP, I honestly can't see Standard not being the heaviest armor allowed for piloting aircraft. No soldier should want it in the field, and it doesn't seem practical for a pilot to need basic armor plating like said soldiers in the field. I just hope standard armor gets a helmet this time. I'd like to see my TR pilots wearing breathing masks!
Besides that, it's quite the mind**** to have standard in at all if we're expected to spawn into battle in our selected kit.
Kriegson
2011-10-31, 11:34 PM
Following their plan to get players into the battle ASAP, I honestly can't see Standard not being the heaviest armor allowed for piloting aircraft. No soldier should want it in the field, and it doesn't seem practical for a pilot to need basic armor plating like said soldiers in the field. I just hope standard armor gets a helmet this time. I'd like to see my TR pilots wearing breathing masks!
Besides that, it's quite the mind**** to have standard in at all if we're expected to spawn into battle in our selected kit.
Ya still gotta get vehicles to the field, I doubt you can spawn those in...unless I'm horribly mistaken.
Maybe standard is the default suit for driving all vehicles . Maybe somewhere up the infil /light/heavy /medic/engi cert trees you can unlock the ability to drive/fly as infil/light etc rather than the standard suit.
Xyntech
2011-11-01, 01:31 PM
You could streamline getting into a vehicle in a restricted armor by allowing the vehicle terminal to replace your current armor with an armor that can drive or pilot whatever vehicle you are trying to spawn.
The vehicle terminal wouldn't have to be a full on equipment terminal, just have a little message that pops up if you try to spawn an ES fighter while wearing MAX armor that says "your current armor can not pilot this vehicle. Would you like to spawn the vehicle anyways and lose your current armor, or cancel spawning this vehicle?"
Traak
2011-11-01, 02:36 PM
You could streamline getting into a vehicle in a restricted armor by allowing the vehicle terminal to replace your current armor with an armor that can drive or pilot whatever vehicle you are trying to spawn.
The vehicle terminal wouldn't have to be a full on equipment terminal, just have a little message that pops up if you try to spawn an ES fighter while wearing MAX armor that says "your current armor can not pilot this vehicle. Would you like to spawn the vehicle anyways and lose your current armor, or cancel spawning this vehicle?"
Absolutely BRILLIANT. The game NEEDS this feature, and needs it TODAY!
DviddLeff
2011-11-01, 02:43 PM
Damned good idea that.
I do hope that Standard armour is the vehicle crew suit; it stops players using single man vehicles as combat insertion craft.
Regarding getting them to re-equip in the field, I would hope that without AMSs engineers or commanders could deploy equipment terminals outside of facilities.
Xyntech
2011-11-01, 02:54 PM
I guess I'll repost the idea in the idea section so it doesn't get buried here.
Big J Money
2011-11-02, 03:02 PM
I think the bigger question to me surrounding the class and leveling system is if experience points can be swapped out. In PS1 we had cert points and we could recover them by de-certing. Will we be able to do that any more? Instincts tell me no. I'm not sure if that really bother me, though. One positive aspect of de-certing is that it allows players to enjoy PS1 at a more casual pace -- Sure, I can log tons and tons of hours to get to a high BR, or I could just decert and try out something different. My amount of options are limited, but I get to taste pretty much everything in the game at BR 4.
I think the bigger question to me surrounding the class and leveling system is if experience points can be swapped out. In PS1 we had cert points and we could recover them by de-certing. Will we be able to do that any more? Instincts tell me no. I'm not sure if that really bother me, though. One positive aspect of de-certing is that it allows players to enjoy PS1 at a more casual pace -- Sure, I can log tons and tons of hours to get to a high BR, or I could just decert and try out something different. My amount of options are limited, but I get to taste pretty much everything in the game at BR 4.
Might be like it is in ps1 and be on a cooldown timer ,or a new toon has chance to try everything out for so many days. Most likely will be some kind of decert potion you can buy from the cash shop :rolleyes:
Xyntech
2011-11-02, 03:17 PM
I'm pretty sure that everyone will have access to a basic level of everything from day 1. This may not mean everyone will get a MBT or a MAX on day one, but that they will probably be able to pull something like a Lightning and a Heavy Assault class.
Instead of switching your certs around, you will have to put time into unlocking some of the advanced features of your class or skill tree, but if you want to "cert" in something else, you just have to temporarily stop putting time into leveling whatever else and start putting a little time into leveling the new thing you want to unlock.
I can't imagine it will take very long to unlock a basic level of most things. Maybe a month tops to have a basic tank, a basic MAX, etc? Maybe longer, hard to say.
Still, I think you will have a much larger variety of options available to you at BR1 in PS2 than you had at any single moment at BR20 in PS1.
Raymac
2011-11-02, 03:29 PM
I think the bigger question to me surrounding the class and leveling system is if experience points can be swapped out. In PS1 we had cert points and we could recover them by de-certing. Will we be able to do that any more? Instincts tell me no. I'm not sure if that really bother me, though. One positive aspect of de-certing is that it allows players to enjoy PS1 at a more casual pace -- Sure, I can log tons and tons of hours to get to a high BR, or I could just decert and try out something different. My amount of options are limited, but I get to taste pretty much everything in the game at BR 4.
I forget where it was said, but the devs have mentioned that you will not be able to "de-cert" skill points. However you will basically have an unlimited amount of skill points to use, well limited only by the time it takes to learn the skill like EVE.
Now using PS1 as a reference, it wouldn't take very long to have everything maxed out, however, the devs have hinted that there will be soooo many skills that maxing them all out will be near impossible, especially since they will be adding more post-launch.
The big question remains, what does the skill tree look like. I for one can't wait to see the options we'll have at our fingertips.
SKYeXile
2011-11-02, 05:33 PM
I forget where it was said, but the devs have mentioned that you will not be able to "de-cert" skill points. However you will basically have an unlimited amount of skill points to use, well limited only by the time it takes to learn the skill like EVE.
Now using PS1 as a reference, it wouldn't take very long to have everything maxed out, however, the devs have hinted that there will be soooo many skills that maxing them all out will be near impossible, especially since they will be adding more post-launch.
The big question remains, what does the skill tree look like. I for one can't wait to see the options we'll have at our fingertips.
im sure they will change their mind on that...for a price.
Talek Krell
2011-11-03, 03:40 PM
The big question remains, what does the skill tree look like. I for one can't wait to see the options we'll have at our fingertips.For whatever reason I keep envisioning it as looking like the Sword of the Stars tech tree.
http://images1.wikia.nocookie.net/__cb20091010054936/swordofthestars/images/9/90/SotS_ANY_TechTree.png
Edit: Ah, it shrunk it to fit. If you want the detailed view here's the page link. Click to zoom in:
http://images1.wikia.nocookie.net/__cb20091010054936/swordofthestars/images/9/90/SotS_ANY_TechTree.png
Raka Maru
2011-11-04, 04:11 AM
Most games allow recert if they change the skill tree enough.
This is not eve online. Newbie should be able to get what they need to compete with year old players. It's just the variety of the game. That means bad ass cloaker on day one OR badass pilot. With longer play and xp, they can be badass cloaker AND badass pilot. Just not at the same time.
That's how I understood it.
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