View Full Version : Things you will miss from PS that wont be in PS2?
SuperMorto
2011-11-17, 04:25 PM
Hi all,
Just post when you know things wont be in PS2.
So I was just thinking, I'm really going to miss the vehicle animations. They were one thing from PS I really enjoyed, and an aspect I thought made the game a little more unique than the rest. I'm really going to miss them in PS2.
The AMS. A very strategic piece of kit. But also the only sure way of capping a base. Im going to miss them to.
Vehicle hacking. Although I wont miss hacking them as much I will miss the sheer horror when an AMS or the likes turned a different colour before you eyes, and even worse when you had your PJ's on and DL hadnt initialised yet :O Im gona miss that to.
Morto.
Vehicle hacking for sure. I just loved keeping the enemy on their toes and screwing with them when they let their guard down. I can only hope I will have as much fun as a cloaker in PS2.
AMS too of course... I still dont understand why they are removing it.
Redshift
2011-11-17, 04:35 PM
my spiker :(
Marth Koopa
2011-11-17, 04:38 PM
Vehicle enter/exit animations
Daredevil voice set
AMS
The nostalgia
Coreldan
2011-11-17, 04:41 PM
Definitely the enter/exit animations too.
AMS won't be in? o.o That's weird. Didn't they think about like letting a good enough galaxy pilot to work as an AMS in some way? Have they mentioned what would be the new form of mobile spawning? None?
Death2All
2011-11-17, 04:45 PM
- Sanctuaries
- Inventories (or at least customizable ones)
- Looting
- Jacking enemy vehicles
- Original cert system (I've yet to see the knew skill tree system in place, it sounds neat on paper but it might turn out to be lame when applied to the actual game)
My five biggest concerns. Pretty core aspects of the original Planetside that I really hate to see won't make it into the next game. I've STILL yet to hear how these footholds function despite all my bitching.
Inventories were another huge part of the game I hate to see go. It rewarded smart players for coming up with clever loadouts that allow you to carry lot's of various equipment. In return, it hindered stupid players because all they'd have was gold ammo and they'd get roflstomped.
Looting coincides with inventories really, but being able to pick up enemy ammo and weapons in the middle of a fight was really awesome. It also gave you fun activity of looking other idiot's loadouts! Really sad to see looting go.
As for the original cert system. I thought it functioned fine (pre BR 23) and made the player play a specific role, as opposed to being fitted for any role. I was at first opposed to a class based system, but with the addition of the skill tree system it might work out alright. I'm not against the skill tree system, but I will miss the cert point system, that's for sure.
Overall, a lot of additions that made Planetside...well, Planetside aren't making it into the sequel which begs the question if this is really PS or just an entirely new game with the PS title as a throwback to older players. I'd have to say that I think it is, maybe that's not their angle. Games do have to stay current afterall. But it's only as one thread put it, this is Planetside only in spirit.
Even with these features missing it's not like me, or anybody that is a fan of original PS is going to pass it up just because a few features are missing. They could turn PS into a turn based card game with anime graphics and gay porn that pops up in your face after the end of every turn and I'd probably still buy the game.
Oh look, this thread again.
SuperMorto
2011-11-17, 04:50 PM
Oh look, this thread again.
Really I didn't know :( just get a mod to merge it. Sorry folks.
Xyntech
2011-11-17, 04:52 PM
I'll miss BFR's and low populations.
Death2All
2011-11-17, 05:37 PM
I don't understand the huge hard on for vehicle animations. They were important to the flow of the game I suppose, but in the grand scheme of things they aren't a huge thing that I'd really missfrom PS.
Really I didn't know :( just get a mod to merge it. Sorry folks.
It's been long enough since we've had it, but we've had this a few times.
Talek Krell
2011-11-17, 05:52 PM
I'll miss the vehicle animations. They were both nice for balance and a nicely immersive touch. One of those little details that helps make the experience.
AMS too of course... I still dont understand why they are removing it.They've said that the functionality will be in another vehicle, but what that means is up to interpretation. I think there will be ground spawning elsewhere, personally.
I'll miss BFR's and low populations.At least you will have your hell circle to keep you warm? :D
Zulthus
2011-11-17, 05:59 PM
BR20, among many other things. Nobody should have the ability to do everything, even if it means having to switch roles. You felt special about the role you had because not everyone else was doing it. Now, give it a year, maybe less, and you can have anyone do anything. Specializing will be out the window.
EASyEightyEight
2011-11-17, 06:46 PM
Aside from minor, excusable things, and maybe it's because I'm not one to get stuck in my old ways, but I'd say I like what SOE is doing with Planetside 2.
The cert system I felt was pretty basic: pick something you'd like to use (not very deep, really.) This time around, we can use everything, but skills sound more like a really deep talent tree system. I don't need alts or a bio-lab every time I want to do something else anymore, even if I'm no good at it (statistically and skillfully) :D
I don't care if someone can use everything, as long as they can't use everything at the same time. As far as I'm concerned, every VS and NC I see is a different guy. I'm more concerned with MY experience and having fun, not the experience the asshole shooting at me is having :D
Tasorin
2011-11-17, 07:35 PM
Being able to Sanctuary lock another faction.
Erendil
2011-11-17, 08:19 PM
- Sanctuaries
- Inventories (or at least customizable ones)
- Looting
- Jacking enemy vehicles
- Original cert system (I've yet to see the knew skill tree system in place, it sounds neat on paper but it might turn out to be lame when applied to the actual game)
My five biggest concerns. Pretty core aspects of the original Planetside that I really hate to see won't make it into the next game. I've STILL yet to hear how these footholds function despite all my bitching.
Inventories were another huge part of the game I hate to see go. It rewarded smart players for coming up with clever loadouts that allow you to carry lot's of various equipment. In return, it hindered stupid players because all they'd have was gold ammo and they'd get roflstomped.
Looting coincides with inventories really, but being able to pick up enemy ammo and weapons in the middle of a fight was really awesome. It also gave you fun activity of looking other idiot's loadouts! Really sad to see looting go.
As for the original cert system. I thought it functioned fine (pre BR 23) and made the player play a specific role, as opposed to being fitted for any role. I was at first opposed to a class based system, but with the addition of the skill tree system it might work out alright. I'm not against the skill tree system, but I will miss the cert point system, that's for sure.
This is exactly what I was thinking too. Those are also my top 5, and for the same reasons you mentioned.
I'd also tack on the following:
Buggies
Phantasm
The Lightning being the only solo tank. Or more specifically, MBT's that can't be used as solo tanks.
Cloaker medics (goes along w/ the cert system I suppose)
Overall I'm pretty stoked about the vast majority of changes/additions they're making to the original PS formula. The above-mentioned changes/omissions do still make me a sad panda tho, and I think PS2's greatness will be significantly diminished by their cumulative absence.
EDIT: I forgot to also add: A Magrider that has a 360-degree turret for the main cannon. I may change my mind once I actually try out the PS2 Mag in beta but for now I fear I'll miss it.
Sifer2
2011-11-17, 08:58 PM
Vehicles Boarding Animations.
Sanctuaries an probably the VR training though the latter hasn't been confirmed out yet I don't think.
Inventories an Trunks/Lockers.
AMS though if the Galaxy has to at least land an deploy like it did I wont mind.
I kind of miss certs but the heavy customization of the new class system also sounds good. May even be better we will see.
EASyEightyEight
2011-11-17, 09:10 PM
I think the Galaxy will have spawning capabilities while mid-flight. Would be cool if a pilot could park it and it would keep it's spawning capability though.
Yet, I imagine the Sunderer will potentially make for a superior ground spawner :rolleyes:
I'm still stuck on looting. It's saved my ass so many times, I owe it a mention.
Also, I hope everything isn't sped up and streamlined so much that there aren't any slow, quiet moments left. A good juxtaposition of slow and fast will make the fast parts more effective. All fast all the time... well- I can only play those other games for about twenty minutes at a time.
Animations? I guess I'd be okay without them if vehicles at least had entry points. There's nothing like hopping in through the tailpipe.
Death2All
2011-11-18, 06:50 AM
I'm still stuck on looting. It's saved my ass so many times, I owe it a mention.
Also, I hope everything isn't sped up and streamlined so much that there aren't any slow, quiet moments left. A good juxtaposition of slow and fast will make the fast parts more effective. All fast all the time... well- I can only play those other games for about twenty minutes at a time.
Animations? I guess I'd be okay without them if vehicles at least had entry points. There's nothing like hopping in through the tailpipe.
In regards to the pacing of the game. I remember seeing a thread not too long ago praising PS for it's slow and boring moments. Waiting around 15 minutes for a hack only made those intense skirmishes in the middle of a field all the more entertaining. Taking a few minutes to boringly stare at your tank after a firefight and repair it made going back into a fight all the more fun, and gave you an extra incentive to stay alive, because repairing is boring. Even when you kill someone, they don't instantly respawn so there's a lull in the action after that.
I just really don't want a constant clusterfuck of shit. Non-stop action and explosions all the time and hard metal playing in the background. You need the downtime to really appreciate the action, otherwise the constant explosions etc. etc. only diminish the game and in the end you become desensitized and bored.
So in a really fucked up way, yes...I did enjoy sitting at a base for 15 minutes doing nothing. It made me crave the action.
Mastachief
2011-11-18, 07:56 AM
Sanc
inventories
looting
AMS
in that order
Coreldan
2011-11-18, 08:10 AM
In regards to the pacing of the game. I remember seeing a thread not too long ago praising PS for it's slow and boring moments. Waiting around 15 minutes for a hack only made those intense skirmishes in the middle of a field all the more entertaining. Taking a few minutes to boringly stare at your tank after a firefight and repair it made going back into a fight all the more fun, and gave you an extra incentive to stay alive, because repairing is boring. Even when you kill someone, they don't instantly respawn so there's a lull in the action after that.
I just really don't want a constant clusterfuck of shit. Non-stop action and explosions all the time and hard metal playing in the background. You need the downtime to really appreciate the action, otherwise the constant explosions etc. etc. only diminish the game and in the end you become desensitized and bored.
So in a really fucked up way, yes...I did enjoy sitting at a base for 15 minutes doing nothing. It made me crave the action.
It's also pretty much a fact that an extremely intensive game with little to no breaks is something that most people won't play in very long sessions, simply cos it's exhausting.
Redshift
2011-11-18, 08:53 AM
EDIT: I forgot to also add: A Magrider that has a 360-degree turret for the main cannon. I may change my mind once I actually try out the PS2 Mag in beta but for now I fear I'll miss it.
Since the driver controls it you'd have to make a decision between strafting or 360 turret or having a stupid control system.
It'll be fine since you can turn on the spot and straft anyway
CutterJohn
2011-11-18, 04:45 PM
In regards to the pacing of the game. I remember seeing a thread not too long ago praising PS for it's slow and boring moments. Waiting around 15 minutes for a hack only made those intense skirmishes in the middle of a field all the more entertaining. Taking a few minutes to boringly stare at your tank after a firefight and repair it made going back into a fight all the more fun, and gave you an extra incentive to stay alive, because repairing is boring. Even when you kill someone, they don't instantly respawn so there's a lull in the action after that.
I just really don't want a constant clusterfuck of shit. Non-stop action and explosions all the time and hard metal playing in the background. You need the downtime to really appreciate the action, otherwise the constant explosions etc. etc. only diminish the game and in the end you become desensitized and bored.
So in a really fucked up way, yes...I did enjoy sitting at a base for 15 minutes doing nothing. It made me crave the action.
Then take a break. Don't expect me to defend the idea of sitting around for 15 minutes doing absolutely nothing.
Xyntech
2011-11-18, 05:24 PM
Then take a break. Don't expect me to defend the idea of sitting around for 15 minutes doing absolutely nothing.
Aye. Go for a smoke or get some tea or something. There's no reason that the action should stop just for the sake of those who like a break from the action now and then. Too many players at stake for that. Ideally, the action will never stop, 24/7.
If it gets to be too much, I'm sure there will be plenty of more quiet activities to do as a change of pace. Go lay a minefield or something if you don't wanna actually stop playing. Take an ATV and go for a joyride. Sit around in an unoccupied base for 15 minutes and pretend you are waiting for a hack to go through.
Khellendros
2011-11-18, 05:52 PM
There is such a thing as pacing, and it isn't all about big breaks like waiting on a hack. PS1's pacing was perfect for me, I could play it for hours and not get tired. I can't say the same for other games like TF2, GA, BF, etc, all of them tire me out at some point.
Talek Krell
2011-11-18, 06:34 PM
Aye. Go for a smoke or get some tea or something. There's no reason that the action should stop just for the sake of those who like a break from the action now and then. Too many players at stake for that. Ideally, the action will never stop, 24/7.I think you're missing the point. And I mean like "I thought China was left of the phillipines!". Despite what many consumers will tell you, the ideal gaming experience is not a uniform line of high level stimulation. If you present that over an extended period then it just becomes the new boring. The experience you want to craft is more like a sine wave, with periods of both excitement and calm.
Which is not to say that PS2 desperately needs 15 minute hack timers, but it would be no less a failure of pacing to make it AllActionAllTheTimeGOGOGOGOGOG!
Xyntech
2011-11-18, 06:37 PM
There is such a thing as pacing, and it isn't all about big breaks like waiting on a hack. PS1's pacing was perfect for me, I could play it for hours and not get tired. I can't say the same for other games like TF2, GA, BF, etc, all of them tire me out at some point.
Like I said, I'm sure there will be slower paced things to do, or you could take breaks. Having a mandatory slower pace isn't going to be competitive in todays shooter market though.
Besides, they are only somewhat increasing the general pace of gameplay. Most of it will probably be the removal of the giant dull spots that PS1 could lapse into sometimes. If you want those kinds of lapses, taking a 5 minute break really is a viable alternative.
I don't want TF2 pacing in PS2, but I do want players to be able to roll from one battle to another without having to wait around for ridiculous timers.
I think you're missing the point. And I mean like "I thought China was left of the phillipines!". Despite what many consumers will tell you, the ideal gaming experience is not a uniform line of high level stimulation. If you present that over an extended period then it just becomes the new boring. The experience you want to craft is more like a sine wave, with periods of both excitement and calm.
Which is not to say that PS2 desperately needs 15 minute hack timers, but it would be no less a failure of pacing to make it AllActionAllTheTimeGOGOGOGOGOG!
I think perhaps you missed my point. Planetside 2 is going to have thousands of players, hundreds logging in and logging out all the time. You have to cater the game towards the group, not just the individual.
You can still set up the game so that the individual has what ever pacing they want, but if someone wants to go shoot something, it should be very easy. Let players have more control of their own pacing.
Give plenty of valuable, yet slower paced things to do, Allow outfits to sit around and plan a big assault if they want to take the time.
The thing is, if you force the game to be slower, the people who are looking for something faster paced have no options and will get bored and move to some other game. If you cater to both faster and slower pacing, there is always something for everyone to do.
I don't want to see the game be twitch twitch twitch, never stop to breath no matter what you are doing. I just want the big giant lulls to be bypassed in the interest of keeping the action rolling for those who like it.
Pacing is important, but different people have different needs. I tend to like slightly slower pacing myself, but I've gone on 6 hour twitch fests as well. PS2 can't and shouldn't try to be everything to everyone, but it should certainly try to attract a healthy segment of todays modern shooter fans. Let's not be elitists here, or we are going to find PS2 just as unpopulated as PS1.
Talek Krell
2011-11-18, 07:20 PM
I think perhaps you missed my point.It's possible. I'm at work so I'm naturally scattered atm. All I mean is that you can vary the amplitude, or the frequency, or the wavelength as suits your purpose but if you let the wave flatline for any given player then they're liable to glaze over and burn out. Even CoD has scoreboards and loading screens. That right there is your enforced decrescendo back to the baseline.
Khellendros
2011-11-18, 07:39 PM
Pacing is important, but different people have different needs. I tend to like slightly slower pacing myself, but I've gone on 6 hour twitch fests as well. PS2 can't and shouldn't try to be everything to everyone, but it should certainly try to attract a healthy segment of todays modern shooter fans. Let's not be elitists here, or we are going to find PS2 just as unpopulated as PS1.
But from the way I see it, PS1 didn't truly enforce a slow or fast pacing, you pretty much set it yourself. The game actually made that possible, whereas it's not really possible to the same extent in round based twitch games.
I don't really see that changing in PS2, there will still be the footzergers, spec ops, vehicle whores, etc that we all knew and loved in PS1. The zerg will always have it's pacing determined by hack times, travel distances, etc. Spec ops/killwhores tended to have a much faster pacing as they move from fight to fight in mossies, always on the move when a fight wanes. The pacing for all of them impacted by things like TTK, heal/repair/rez times, and respawn times.
Anyway, I'm not really worried about PS2 pacing, the nature of the game, I think, precludes any forced pacing due to its size and the multitude of roles and things to do.
Xyntech
2011-11-18, 08:37 PM
Sure, but we already know they are trimming fat. I'm sure respawn timers and hack timers (or however we capture bases in PS2) will reflect that.
I just don't subscribe to the notion that; some people enjoy long pauses punctuating their game experience and thus that should be the pace for all. That would kill PS2. I think we all agree that the open style of gameplay will allow players to find what suits them, so all the devs have to make sure of is to accommodate the different speeds.
Slower paces just seem a lot easier to handle to me. Unless they totally CoD the game up, there will always be room to breath if you need to. On the other hand, you can't provide faster pacing if players are forced to deal with things like 30 second respawns and 15 minute hacks.
It's just a balancing act. How many different types of gamer can you make happy without ruining the game in the process?
Checowsky
2011-11-18, 10:23 PM
The fact that apart from names and paint everything has been changed.
Yes certain aspects seem to be staying the same but the entire game has been changed, this is not Planetside 2 for me anymore, its a new game entirely devoid of what made PS, PS. Don't get me wrong I'm excited in all but I will miss Planetside heavily. I just hope to god they get the shooting mechanics right for having lots of players on the battlefield, PS has that nailed pretty well with the arcade style. [A quick note I'm talking about game mechanics, the thing that matters to me more than what the new Magrider looks like]
Erendil
2011-11-18, 11:41 PM
Since the driver controls it you'd have to make a decision between strafting or 360 turret or having a stupid control system.
It'll be fine since you can turn on the spot and straft anyway
How would using the Q and E keys for strafing in a WASD setup be a stupid control system? That'd be quite intuitive and incredibly easy to use along w/ a 360-turret, and no more complex or confusing than using lean right/left in CoD for example.
I hope you're right though that it'll be fine. Without a 360-turret the Mag needs to have a fast turn, strafe, and reverse capability and hopefully SOE recognizes this. But thus far we've heard nothing at all about the Mag's maneuverability so it's important to make our concerns known to the Devs now while they're still in the early stages of development.
Sure, but we already know they are trimming fat. I'm sure respawn timers and hack timers (or however we capture bases in PS2) will reflect that.
I just don't subscribe to the notion that; some people enjoy long pauses punctuating their game experience and thus that should be the pace for all. That would kill PS2. I think we all agree that the open style of gameplay will allow players to find what suits them, so all the devs have to make sure of is to accommodate the different speeds.
Slower paces just seem a lot easier to handle to me. Unless they totally CoD the game up, there will always be room to breath if you need to. On the other hand, you can't provide faster pacing if players are forced to deal with things like 30 second respawns and 15 minute hacks.
It's just a balancing act. How many different types of gamer can you make happy without ruining the game in the process?
I agree the pacing of the game should be designed such that it's largely in the hand of the players so it tailors each individual's experience more to their liking.
There is one aspect of pacing though that I fear SOE may be dropping the ball on: The win/endgame scenario.
In PS1 the war rages on 24/7 so it technically is an endless battle. But there is a player-driven endgame of sorts in PS1, and that's locking a cont. When the VS take over a cont and kick the TR/NC off the cont after a hard fought battle I feel a sense of accomplishment, victory, and completion. It feels like we "won" that battle even though the enemy can technically respawn in Sanc, grab a vehicle, and come back to the cont immediately if they so desire.
But with the unconquerable footholds for each empire on every cont I'm afraid that there will be no such feeling of conclusive victory and the fight will literally feel endless.
It's kinda like in the early days of PS1 before all towers flipped once a cont was locked. Even if you took every base on a cont you'd still have a squad or 2 of the enemy ToD'ing on cont, and it often felt like you're work wasn't done until you cleaned up the ToD.
But once that tower got capped they'd just respawn in another tower of their's somewhere else on cont and they'd just go from tower to tower until you went out and capped every single one for your empire which sometimes took hours to complete.
I'm afraid that the footholds in PS2 will leave people with a similar feeling that the job isn't complete even if they hold the rest of the cont, leading to a feeling that you've not accomplished or "won" anything.
Xyntech
2011-11-19, 12:37 AM
I'm afraid that the footholds in PS2 will leave people with a similar feeling that the job isn't complete even if they hold the rest of the cont, leading to a feeling that you've not accomplished or "won" anything.
Yeah, but this is really a pointless line of speculation until we get more info about footholds and how many each empire will have.
For all we know, capping a single base in PS2 may be more like locking an entire continent was in PS1. It's just hard to say without actually getting a hands on look.
Helwyr
2011-11-19, 03:38 AM
Vehicle Hacking and looting/free form customizable inventory
Coreldan
2011-11-19, 05:13 AM
Perhaps if there are several continents, the footholds could lock up if one faction takes all the bases in said continent for at least some amount of time?
Given, quite a bad band-aid fix... :D
Even if it was just like.. 30 minutes and a fancy broadcast of "NC has taken control of Amerish", would at least make me feel like I won something, even if the battle could just start again in 30 mins when the other factions are allowed to push out from their footholds again.
Redshift
2011-11-19, 07:24 AM
How would using the Q and E keys for strafing in a WASD setup be a stupid control system? That'd be quite intuitive and incredibly easy to use along w/ a 360-turret, and no more complex or confusing than using lean right/left in CoD for example.
you'd loose two useful keybinds for the rest of the time you're not in the mag.
you'd also find it really hard to circle straft properly, you'd have to use your thumb or little finger to straft or lose the ability to go forward or back wards while doing it.
Coreldan
2011-11-19, 07:30 AM
I don't see why using Q and E to strafe would have to mean the keys are unusable outside of a Mag. Most games nowadays of the kind seem to be able to seperately keybind the same key to have a different function while in a vehicle or while on foot.
Not that I'd necessarily think it's a good idea, but just saying.
Redshift
2011-11-19, 07:45 AM
I don't see why using Q and E to strafe would have to mean the keys are unusable outside of a Mag. Most games nowadays of the kind seem to be able to seperately keybind the same key to have a different function while in a vehicle or while on foot.
Not that I'd necessarily think it's a good idea, but just saying.
it's not a technical thing.
There are keys that are used inside and outside vehicles, that you'd not be able to use on those keys if you assigned them to straft, for example i have Q as autorun and E as darklight, both of those wouldn't be able to bound to those if i drove a mag or i'd have different bindings for them inside and outside of vehicles. I'm not saying it's impossible far from it, but i can see why they've not bothered.
Coreldan
2011-11-19, 07:51 AM
Well, I think wasting a Q into autorun is.. wasting :D While you need it fairly often in PS, but you don't need it in a hot situation, so I'd rather use the Q for something much more "important" keybind.
Then again, I don't even use a keyboard to play :D
http://www.belkin.com/images/product/F8GFPC200/STD1_F8GFPC200.jpg
Redshift
2011-11-19, 09:31 AM
Well, I think wasting a Q into autorun is.. wasting :D While you need it fairly often in PS, but you don't need it in a hot situation, so I'd rather use the Q for something much more "important" keybind.
i often autorun, so i can hotswap stuff and keep moving, i know that'll be irrelevent in ps2 though
Raka Maru
2011-11-19, 12:57 PM
Well, I think wasting a Q into autorun is.. wasting :D While you need it fairly often in PS, but you don't need it in a hot situation, so I'd rather use the Q for something much more "important" keybind.
Then again, I don't even use a keyboard to play :D
http://www.belkin.com/images/product/F8GFPC200/STD1_F8GFPC200.jpg
That's an interesting gadget.
Coreldan
2011-11-19, 01:05 PM
That's an interesting gadget.
It is, I don't play any game without it. Being able to do all movement with thumb only is amazing. Usually thumb is just wasted to like space bar that is like.. jump? Thus, I don't have to try to distribute my few spare fingers into awkward positions when doing something like crouch leaning or crouching while strafing or stuff like that.
Well, actually, BF3 I play with keyboard, simply cos the game for some reason refuses to work properly with the DPad. Every other game works flawlessly though.
It's getting quite old and worn out already. Razer sells those nowadays under the name Razer Nostromo. Razer had a big part in designing that thing in the first place (also they did software), which was sold under Belkin's name. One thing for sure, when this breaks, I'm definitely getting a new one from Razer. Playing with a keyboard would be gimping myself after learning how to use this.
I originally bought it for WoW, in which it was truely Godsent. Naturally after I had it, I also just taught myself to play FPS games with it too. The only movement I don't do with the DPAD though is car/vehicles. In APB, I have bound 3, 7, 8, 9 (you can see the arrow keys on them as well in the pic) to the usual WSAD/arrow key format to use while driving. Same went for Planetside pretty much. Worth noting that the picture has the "analog stick" extension on the d-pad, which I have taken off. The D-pad figure alone felt better for me. Better grip.
The other scroll wheel really comes in handy too. I started playing FPS-games with the Rainbow Six-sequel. The very first games, havn't really played the new ones. In there, I recall the default reload button being scroll wheel down. I always liked it, but newer games usually bind scroll wheel to weapon switching. Well, with the n52te I have taken the best of both worlds :D Mouse's scroll wheel will change weapons, while (in APB especially) n52te scroll wheel down will reload, while scroll wheel up will restock ammo when near a place you can resupply at.
Raka Maru
2011-11-19, 01:22 PM
It is, I don't play any game without it. Being able to do all movement with thumb only is amazing. Usually thumb is just wasted to like space bar that is like.. jump? Thus, I don't have to try to distribute my few spare fingers into awkward positions when doing something like crouch leaning or crouching while strafing or stuff like that.
Took a look and found some of these n52te on eBay. I generally use my thumb trackball for this reason. And no mouse wrist strain. You say there's a new one your looking at?
Coreldan
2011-11-19, 01:36 PM
Yeah, http://store.razerzone.com/store/razerusa/en_US/pd/productID.221675100.
As you can see, physically the thing looks the exact same except for Razer logo (and thus lack of Belkin-logo and "n52te"). I think hardware wise they've made small improvements, at least what I recall quickly noticing from the specs. The software is also improved and actually supported. The pricing is pretty much the same as new n52te originally was. The current software is still well sufficient and I don't really have any complaints about it, which is why I won't upgrade until this breaks. Perhaps I'll just get a cheap Belkin n52te again at that point, but I guess I could go for Razer at that point, at least get some future support.
Depends on the price of the n52tes you found, it might be smarter to just get one, cos basically it's only down to selling the same product on a new name :D
Q. What are the key differences between the previous Belkin N52te Speedpad (powered by Razer) and the new Razer Nostromo gaming keypad?
A. The new Razer Nostromo boasts several enhancements over its predecessor, the Belkin N52te, like the ability to switch instantly between eight keymaps (up from Belkin’s three), and the flexibility of storing up to 20 gaming profiles from the previous limit of 10.
Gamers can also take advantage of the new onboard chipset (replacing the previous Synapse flash memory) and software driver thereby removing all old programming limitations, as the Razer Nostromo enables gamers to effortlessly program sophisticated macros of infinite length.
The device’s new configurator software puts its advanced macro programming capabilities in the hands of gamers in a user-friendly way, allowing them to conveniently remap all the Nostromo’s buttons with any game command. Any gamer will be a deadly force to reckon with when they’ve got a set of personalized commands and combos right at their fingertips.
It's been through 4 years of every day gaming use and the only difference to day one is that the Belkin logo on the palmrest has worn out, thats it :D
Getting quite offtopic, hope we won't be punished :D
Firefly
2011-11-19, 02:11 PM
Sanctuaries
Vehicle mount/dismount animations
Looting
Hacking vehicles
Erendil
2011-11-19, 08:49 PM
it's not a technical thing.
There are keys that are used inside and outside vehicles, that you'd not be able to use on those keys if you assigned them to straft, for example i have Q as autorun and E as darklight, both of those wouldn't be able to bound to those if i drove a mag or i'd have different bindings for them inside and outside of vehicles. I'm not saying it's impossible far from it, but i can see why they've not bothered.
Fine, if Q & E don't work than choose another pair of keys that are near your primary movement keys. Or use 2 mouse buttons if you have a gaming mouse, or even the scroll wheel. There are a bunch of options to choose from. It's only 2 more keys. FWIW I was able to do strafe/rolls just fine in my ship in the Descent series using that same key setup (A/D for strafe, Q/E for roll).
I also seem to recall someone @SOE saying we'd be able to do barrel rolls in aircraft. If they can also strafe then you might run into the same keybind dilemma. Unless they let you go into a roll by overextending the mouse freelook.
My point is that it's not difficult to control a strafing tank that has a 360 turret, and if that's their justification for removing the Mag's turret then it's a piss-poor excuse.
But who knows, maybe we'll get lucky and they'll offer a 360 degree main turret as an unlock (not likely but we can hope).
Raka Maru
2011-11-20, 04:07 AM
I will miss...
Jacking BFR's and shooting the original owners, 'cuz no more jacking, or BFR's.
Dropping AMS's from Loadstars into bases and everyone spawning in, 'cuz no more AMS's or Loadstars (I think).
Custom layouts.
Trunk space.
The first part of this thread was very nostalgic for me. My favorite game of all time is going away. So no one can really expect it to not die hard... In spirit at least, but from what I've seen ingame and in the forum here, it seem to be more like fading away...
Not that there hasn't been problems. I remember the first time I quit because of the rampant unpunished hackers. I will not miss that. I've also made good use of the ignore list from opponents who send hate tells just for playing your roll. It's interesting how annoyed they get when you hack base turrets :D
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