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View Full Version : Things I will miss in PS2 from PS1


Tialian
2012-03-13, 07:57 PM
Vehicle Enter and Exit animations

Why?
They add a lot of immersion to the game. Seeing people saddle up by jumping into a Marauder, hoping into a Mosquito/Reaver cockpit, or even seeing a squad run out and load up in a Gal. It gives the player the sense that they are actually in the game. Hopefully this is reconsidered during alpha/beta.

Tank driver/gunner combo (also goes for aircraft)

Why?
These machines are powerful and have the capability to easily kill in one shot. No one should have this ability by themselves. Not to mention trying to drive away and shoot behind you is nearly impossible (leave that to the less powerful Lightning). Powerful vehicles should require teamwork. Period.

Music

Why?
PS1 music was epic, I particularly like a desert track that started with trumpets then mellowed out into a melody that gave the sense of a never ending struggle. Hope they are even better in PS2.


These are just the first things that come to mind. I just hope they don't take my favorite game of all time and flush it down the Battlefield route. Some things in BF are nice, but many things don't belong in a game like PlanetSide that takes pride in teamwork over rambo's.

Dreamcast
2012-03-13, 08:00 PM
Maybe they will use some of PS1 music...I really did love it.

Shogun
2012-03-13, 08:05 PM
i agree.

but higby just told us some days ago, that enter/exit animations would add at least 6 months to the project. so i am afraid, we will not get them.

hope is still up, that it may be added later on

what i will also miss, are my beloved spitfire turrets.

Winfernal
2012-03-13, 08:07 PM
i agree.

but higby just told us some days ago, that enter/exit animations would add at least 6 months to the project. so i am afraid, we will not get them.

hope is still up, that it may be added later on

They will be "replaced" with "start-up sequences." I believe i read it somewhere on the forum. Can i get a confirmation? If there is one...

Shogun
2012-03-13, 08:09 PM
must have missed it, if this was said. have difficultys following up on every post lately.

Winfernal
2012-03-13, 08:11 PM
must have missed it, if this was said. have difficultys following up on every post lately.

Oh, it was in the information thread. Q&A.

Question: Hows it looking for Vehicle enter and exit animations? Any updates? Yes/No/After Release?

TRay: Not currently in the game

Higby: Animations are a no, sorry, i know some of you guys love em. There will very likely be vehicle "start up sequences"

WiteBeam
2012-03-13, 08:14 PM
I will notice the differences but not really miss everything. I don't want this game to be just like the last.

Shogun
2012-03-13, 08:15 PM
ah thanks.
at least something, but i share the OP´s view, that the old animations did a lot for immersion. it looked so awesome seing a whole squad entering every seat in a galaxy. and it looks so awesome in all games that let you see where the soldier goes when entering vehicles or especially troop helicopters/dropships.

Atheosim
2012-03-13, 08:54 PM
I thought I heard somewhere that enter/exit animations are most likely going to be added post launch

Crator
2012-03-13, 09:02 PM
I'll add to the list and say I will truly miss the AMS with it's cloaked bubble.

SgtMookie
2012-03-13, 09:02 PM
I thought I heard somewhere that enter/exit animations are most likely going to be added post launch

I could see this as a expansion pack or a patch 5-6 months in after all the begin bugs are worked out.

Sardus
2012-03-13, 09:04 PM
I agree, watching your outfit's gal land, and then watching as 10 guys loaded up and strapped in was a lot of fun. Can you imagine that as the pilot warmed the engines up again, listening to them whine to life as you quickly dust off with the last guy that jumps in? now that's immersion.

Atheosim
2012-03-13, 09:06 PM
I agree, watching your outfit's gal land, and then watching as 10 guys loaded up and strapped in was a lot of fun. Can you imagine that as the pilot warmed the engines up again, listening to them whine to life as you quickly dust off as the last guy jumps in? now that's immersion.

Yep. I can't possibly stress enough how important enter/exit animations are to immersion. I know that it's simply not currently feasible to implement them, but I demand that they be at least near the top of the priority list post launch when the majority of the bugs have been worked out.

kaffis
2012-03-13, 09:21 PM
I'll definitely miss the entry and exit animations. It made for some really inspiring impromptu scenes on the battlefield.

I'll miss the clear and transparent COF mechanics, with the blooming reticle instead of the camera/crosshair shaking that makes me a little motion sick.

And I will *definitely* miss the distinct power advantage of learning to work as a team to bring your most powerful vehicles to bear. Having the passenger gun be just a "bonus" while a solo driver can get a strong mission-tailored weapon platform just won't be the same.

I'm going to miss Liberators with bombs.

DaddyTickles
2012-03-13, 09:32 PM
I know I'm in a tiny minority (at least on this forum :p ) but I will miss the old VS Max jumpjets.

And Spitfires.

Bonius
2012-03-13, 09:35 PM
I will miss nothing. PS2 =/= PS1 - end of story :)

Atheosim
2012-03-13, 09:40 PM
I will miss nothing. PS2 =/= PS1 - end of story :)

Yeah, you'll just keep on playing PS1 long after PS2 launches, right?

noxious
2012-03-14, 02:17 AM
AMSes and being able to see holstered weapons on other characters.

Mr DeCastellac
2012-03-14, 02:40 AM
R.I.P. Advanced Mobile Station
http://fromthepews.files.wordpress.com/2010/10/flowers-on-a-grave.jpg

kadrin
2012-03-14, 06:07 AM
I'll sign on as yet another person who will miss the Enter/Exit animations. Hoping like everyone else that they'll be added after launch, understandable that they take time and won't be in the initial release.

EVILoHOMER
2012-03-14, 07:14 AM
I wont miss the Vehicle enter and Exit animations, I thought they were pretty pointless, it works just fine for Battlefield not having them and people don't complain. If you had to watch the animation every time I could see more people complaining about how repetitive it is.

I'm pretty sure as vehicles are customizable you'll have two people tanks, I never found the prowler fun in Planetside tbh, just felt gimped compared to the others. The Mag had the driver and the passenger being gunners so I don't see the problem in that happening with Planetside 2. I always found having to drive a tank and not being able to fire be really boring so I went with the lighting instead.

The Music wasn't a good point in Planetside, I hope they do something better and more memorable in Planetside 2. It was hardly Skyrim, Portal 2 or Deus ex HR quality from last year.

EVILoHOMER
2012-03-14, 07:16 AM
Yeah, you'll just keep on playing PS1 long after PS2 launches, right?

At this point I cannot see a single reason to play Planetside before Planetside 2 has been released lol. It's very dated and so few people play you get bigger battles out of BF3, in fact I think I saw more people on the planets in SWTOR lol.

kadrin
2012-03-14, 07:23 AM
I wont miss the Vehicle enter and Exit animations, I thought they were pretty pointless, it works just fine for Battlefield not having them and people don't complain. If you had to watch the animation every time I could see more people complaining about how repetitive it is.

I complained, I complained about during their beta, and I complained when it was released, I complained on their previous Battlefield titles. It's horribly game breaking and immersion breaking to just have suddenly 1, 2, 3 or even 4+ people just go *POP* out of or into existence and start shooting at you.

And that's if they're doing it wrong, we had a big group organize once to have 4 people from 4 different squads in one Humvee and the other 12 didn't spawn, the Humvee raced to a forward spot, everyone hopped out, the other 12 spawned, and suddenly 16 people practically behind enemy lines.

EVILoHOMER
2012-03-14, 07:27 AM
I complained, I complained about during their beta, and I complained when it was released, I complained on their previous Battlefield titles. It's horribly game breaking and immersion breaking to just have suddenly 1, 2, 3 or even 4+ people just go *POP* out of or into existence and start shooting at you.

And that's if they're doing it wrong, we had a big group organize once to have 4 people from 4 different squads in one Humvee and the other 12 didn't spawn, the Humvee raced to a forward spot, everyone hopped out, the other 12 spawned, and suddenly 16 people practically behind enemy lines.

Problem is in real life you can fire from within the vehicle and exit the vehicle firing and using the doors as cover and can get out pretty quickly into some sort of cover. You don't have to wait for an animation where you're useless and have to watch the same animation time and time again. So the easiest thing to do is get rid of the animation and it's much less frustrating and closer to real life in what a game can do. Now if you hate people bailing just before the vehicle blows up then just do what Planetside did with aircraft.

kadrin
2012-03-14, 07:38 AM
Problem is in real life you can fire from within the vehicle and exit the vehicle firing and using the doors as cover and can get out pretty quickly into some sort of cover. You don't have to wait for an animation where you're useless and have to watch the same animation time and time again. So the easiest thing to do is get rid of the animation and it's much less frustrating and closer to real life in what a game can do. Now if you hate people bailing just before the vehicle blows up then just do what Planetside did with aircraft.

And in Planetside you're invincible during the animations, but at least others could see you entering and exiting and could prepare for it, unlike Battlefield games where people just pop into or out of existence while you're actively shooting at them.

Also, the usefulness of someone firing while entering or exiting a vehicle is very suspect, especially considering the amount and bulk of the armor/gear they have, the size of the weapon and the size of the door/hatch they're climbing into/out of.

I never got tired of watching the animations, they were unique, no other game does it, despite being a sci-fi shooter, it felt more real than a lot of "realistic" games.

And no, the people who bailed out never bothered me, though having a neat bail out animation and maybe some experience points for blowing up the vehicle anyway would have been nice.

Bonius
2012-03-14, 08:43 AM
Yeah, you'll just keep on playing PS1 long after PS2 launches, right?

=/= means 'not the same as', wich would point towards the fact that PS2 is not similar to PS1. Hence my experience with PS2 will be a completely new one compared to that of the old Planetside. Comparisons between the two is just dumb.


And in Planetside you're invincible during the animations, but at least others could see you entering and exiting and could prepare for it, unlike Battlefield games where people just pop into or out of existence while you're actively shooting at them.

Also, the usefulness of someone firing while entering or exiting a vehicle is very suspect, especially considering the amount and bulk of the armor/gear they have, the size of the weapon and the size of the door/hatch they're climbing into/out of.

I never got tired of watching the animations, they were unique, no other game does it, despite being a sci-fi shooter, it felt more real than a lot of "realistic" games.

And no, the people who bailed out never bothered me, though having a neat bail out animation and maybe some experience points for blowing up the vehicle anyway would have been nice.

It's all part of the tactics. If uou know that they're going to do something like squad bombing, you need to act accordingly. If you position yourself in such a bad way that you will get stomped as soon as another two or three enemies show up, you would be dead even if there was enter/exit animations.

People exiting or entering vehicles in a combat situation will most likely be firing their weapons and seeking cover behind the vehicle itself (doors/hatches/trunk/hood/tires). You don't stop engaging the enemy just because you have to take three steps out of the backseat of a car.

I'm glad they've removed the enter/exit animations since it speeds up combat.

Squad spawning is a good thing since it vastly improves the flow of the battlefield. It also requires alot of coordination to work efficiently. Pop the squad leader and the whole squad is unable to respawn on that position (unless you use the BF2 tactic).

Shade Millith
2012-03-14, 08:51 AM
Vehicle Enter and Exit animations

Why?
They add a lot of immersion to the game. Seeing people saddle up by jumping into a Marauder, hoping into a Mosquito/Reaver cockpit, or even seeing a squad run out and load up in a Gal. It gives the player the sense that they are actually in the game. Hopefully this is reconsidered during alpha/beta.

I agree with all of them, but this one, for different reasons.

I don't want people teleporting into a vehicle willynilly. Or even worse, teleporting out of them. Opening the hatch and extracting yourself from a tank that's about to explode makes more sense than instantly being outside and running.

Vehicles should need to come to almost a stop for people to enter, and swapping seats should take more effort than simply pressing a button and teleporting. Why bother having 3 players in a Lib, when the gunner can use both tailgun and main gun?

kadrin
2012-03-14, 09:27 AM
People exiting or entering vehicles in a combat situation will most likely be firing their weapons and seeking cover behind the vehicle itself (doors/hatches/trunk/hood/tires). You don't stop engaging the enemy just because you have to take three steps out of the backseat of a car.

Again, have you ever tried to get out the door of a vehicle with some hundreds pounds of gear and armor and your gun, while keeping the gun up to fire? Have you tried doing that out of the small hatch on the top of a tank?


I'm glad they've removed the enter/exit animations since it speeds up combat.

Matter of preference really, I thought the speed of combat was fine, if I wanted faster I could literally choose any other fps ever. Regardless of preference though, even as someone suggested earlier, at least have some sort of phase in/out, some to visually convey that they're entering or exiting the vehicle rather than just *POP*.

Squad spawning is a good thing since it vastly improves the flow of the battlefield. It also requires alot of coordination to work efficiently. Pop the squad leader and the whole squad is unable to respawn on that position (unless you use the BF2 tactic).

If what they said was true, and squad spawning is only on the squad leader and they come from drop pods, yes its fine.

But something to consider: since everyone can be a squad leader, there is as far as I know, currently no way to tell who is a squad leader, so singling them out will be impossible, arguments made along the lines of "just kill the squad leader" don't really have any merit.

MrBloodworth
2012-03-14, 09:35 AM
Absolutely nothing says you need to be invulnerable while you enter and exit, nothing.

That was simply a design choice do to PS1 coming out in 2003.

Most Major games feature them, and its the sign of a highly polished, immersive, game.

Stardouser
2012-03-14, 09:43 AM
Squad spawning is a good thing since it vastly improves the flow of the battlefield. It also requires alot of coordination to work efficiently. Pop the squad leader and the whole squad is unable to respawn on that position (unless you use the BF2 tactic).

What BF2 tactic? If you mean, people switching someone else to squad leader, so that the dead can respawn on someone else, surely they will curb that in some way.


Matter of preference really, I thought the speed of combat was fine, if I wanted faster I could literally choose any other fps ever. Regardless of preference though, even as someone suggested earlier, at least have some sort of phase in/out, some to visually convey that they're entering or exiting the vehicle rather than just *POP*.

If what they said was true, and squad spawning is only on the squad leader and they come from drop pods, yes its fine.

But something to consider: since everyone can be a squad leader, there is as far as I know, currently no way to tell who is a squad leader, so singling them out will be impossible, arguments made along the lines of "just kill the squad leader" don't really have any merit.

Speed of combat is an incredibly complex subject. Personally, from a Battlefield point of view, I prefer unlimited sprint, plenty of fast vehicles available, squad spawning and flag spawning, etc, but for this to be offset by HUGE maps. Oh, and I prefer smooth quick prone animations and for simple powerful jumping instead of that vault animation, although those 2 things don't apply to PS2. And no significant enter/exit animations. That way, the gameplay FEELS fast because you're moving fast and you're not delayed by any of these things, but at the same time it still takes you a while to reach anywhere. BF3 fails in this regard because, while I certainly think there should be small maps like Metro to cater to who wants them, there should also be true large maps, but unfortunately what BF3 uses as large maps are not large at all. You can run to the next flag in 10 seconds at the most and you can certainly reach the next flag with any of your weapons. Therefore, BF3 large map size is not big enough to offset the unlimited sprint and weapon range.

Coreldan
2012-03-14, 09:47 AM
What BF2 tactic? If you mean, people switching someone else to squad leader, so that the dead can respawn on someone else, surely they will curb that in some way.


I hate all kinds of exploiting, but I have to say I had plenty of fun with my friend with this thing :D

Well, neither of us had the full version of BF2, we only played the multiplayer demo with one map, the one where the US had the carrier ship thingie. We would take a jet there and just cause all kinds of "trouble" around there. We wouldnt spawnkill anyone, but it was so funny make them all confused who is shooting and what's going on, trying to do all kinds of different ninja ops :D

It was also fun rigging the jet runway with explosives and blow it up as the jet was accelerating :D

MrBloodworth
2012-03-14, 09:50 AM
Speed of combat is an incredibly complex subject. Personally, from a Battlefield point of view, I prefer unlimited sprint, plenty of fast vehicles available, squad spawning and flag spawning, etc, but for this to be offset by HUGE maps. Oh, and I prefer smooth quick prone animations and for simple powerful jumping instead of that vault animation, although those 2 things don't apply to PS2. And no significant enter/exit animations. That way, the gameplay FEELS fast because you're moving fast and you're not delayed by any of these things, but at the same time it still takes you a while to reach anywhere. BF3 fails in this regard because, while I certainly think there should be small maps like Metro to cater to who wants them, there should also be true large maps, but unfortunately what BF3 uses as large maps are not large at all. You can run to the next flag in 10 seconds at the most and you can certainly reach the next flag with any of your weapons. Therefore, BF3 large map size is not big enough to offset the unlimited sprint and weapon range.


So, anything that stops you from boom headshot. No thought, zerg game where death maters not and you continue the cycle of die spawn die spawn? Where the individual is all that matters?

No thanks. I do not play online games to "play alone, together". Game play can be fast paced, but to design yet another rinse cycle game is a terrible idea.

We already have M.A.G.

Bonius
2012-03-14, 09:53 AM
Again, have you ever tried to get out the door of a vehicle with some hundreds pounds of gear and armor and your gun, while keeping the gun up to fire? Have you tried doing that out of the small hatch on the top of a tank?

Matter of preference really, I thought the speed of combat was fine, if I wanted faster I could literally choose any other fps ever. Regardless of preference though, even as someone suggested earlier, at least have some sort of phase in/out, some to visually convey that they're entering or exiting the vehicle rather than just *POP*.

If what they said was true, and squad spawning is only on the squad leader and they come from drop pods, yes its fine.

But something to consider: since everyone can be a squad leader, there is as far as I know, currently no way to tell who is a squad leader, so singling them out will be impossible, arguments made along the lines of "just kill the squad leader" don't really have any merit.

It all depends on what type of vehicle it is. If you're on the back of a truck it would be impossible (and dangerous) to keep your weapon in an low-ready position while exiting. Exiting an APC you would already be in a low-ready position, enabling you to establish a firing position within seconds of setting up the perimeter.

Tanks usually have an escape hatch to enable the crew to get out safely, should the shit hit the fan. Tank crews are usually not armed with anything more than a sidearm at best if I recall correctly (they tend to favor their cannons/machineguns).

Easiest way of finding out who the SL is: Look at who enters the area last and are not aggressively participating in combat.

Stardouser
2012-03-14, 09:54 AM
So, anything that stops you from boom headshot. No thought, zerg game where death maters not and you continue the cycle of die spawn die spawn? Where the individual is all that matters?

No thanks. I do not play online games to "play alone, together". Game play can be fast paced, but to design yet another rinse cycle game is a terrible idea.

We already have M.A.G.

BF3 is exactly the kind of zerg game you just described and I DON'T want that.

What in my post has anything to do with "playing alone together"? Nothing. Being able to move fast does not mean not playing together.

Bonius
2012-03-14, 09:55 AM
What BF2 tactic? If you mean, people switching someone else to squad leader, so that the dead can respawn on someone else, surely they will curb that in some way.


Yes the SL-rotation is one of those. Squadbombing also comes to mind.

Stardouser
2012-03-14, 09:59 AM
Yes the SL-rotation is one of those. Squadbombing also comes to mind.

Well, BF2 fixed that by making it so that you have to respawn before you can rejoin a squad. And yet NOW, Battlefield 3 allows it again...and so did BC2.

What's squad bombing? Dropping off a Galaxy with 10 squad leaders in it and then 90 people spawn?

Lonehunter
2012-03-14, 10:06 AM
The epic music I think shall return. Don Ferrone (http://www.planetside-universe.com/news-don-ferrone-planetside-2-music-2532.htm) the guy from PS1 has all ready released some tracks for PS2

Bonius
2012-03-14, 10:08 AM
Well, BF2 fixed that by making it so that you have to respawn before you can rejoin a squad. And yet NOW, Battlefield 3 allows it again...and so did BC2.

What's squad bombing? Dropping off a Galaxy with 10 squad leaders in it and then 90 people spawn?

There were workarounds for that too ;)

Yes squad bombing is when you have everyone sitting in "pool". You have one guy go into the objective area (stealthy-like), then the squad leaders of the other squads spawn on him, leave the squad, create their own squad and have their squad members spawn ontop of them.

If executed correctly, you could go from 1 to 32 guys in a split second and everyone would be within their corresponding squads with their designated kits. The enemy will think that just one guy entered the area, but as soon as they turn the corner or scout it, there's 32 people there - a.k.a the objective will be lost before they even realize what happened.

Bags
2012-03-14, 10:08 AM
IIRC those were just demos he made.

Stardouser
2012-03-14, 10:11 AM
There were workarounds for that too ;)

Yes squad bombing is when you have everyone sitting in "pool". You have one guy go into the objective area (stealthy-like), then the squad leaders of the other squads spawn on him, leave the squad, create their own squad and have their squad members spawn ontop of them.

If executed correctly, you could go from 1 to 32 guys in a split second and everyone would be within their corresponding squads with their designated kits. The enemy will think that just one guy entered the area, but as soon as they turn the corner or scout it, there's 32 people there - a.k.a the objective will be lost before they even realize what happened.

Ah, and you know what's best? In Battlefield something like that is technically possible but no one will listen because the game is too fast paced(due to map design) and you can't get it done. I'm guessing the kind of people who play Planetside will be more than willing to make that kind of thing happen.

Coreldan
2012-03-14, 10:16 AM
The epic music I think shall return. Don Ferrone (http://www.planetside-universe.com/news-don-ferrone-planetside-2-music-2532.htm) the guy from PS1 has all ready released some tracks for PS2

Oh well, I'm just gonna turn em off as soon as I log in. I dont mind music in menus really, but any and all music shall gtfo from the actual gameplay for me :D

Bonius
2012-03-14, 10:28 AM
Ah, and you know what's best? In Battlefield something like that is technically possible but no one will listen because the game is too fast paced(due to map design) and you can't get it done. I'm guessing the kind of people who play Planetside will be more than willing to make that kind of thing happen.

Then again that tactic was created in and for the Battlefield games. That's how we stomped the DICE-devs first time around. Guess when the "must-be-alive-to-join-squad" tweak was implemented :)

You will see alot of BF tactics being implemented in PS2 since the game mechanics are pretty similar.

kadrin
2012-03-14, 10:34 AM
It all depends on what type of vehicle it is. If you're on the back of a truck it would be impossible (and dangerous) to keep your weapon in an low-ready position while exiting. Exiting an APC you would already be in a low-ready position, enabling you to establish a firing position within seconds of setting up the perimeter.

You know, for some reason I wasn't thinking about APCs, but yes you would exit/enter those much quicker. But these games allow infantry in armor with a gun to enter/exit tanks quicker than someone can walk through a door to a house. It's just silly.

Easiest way of finding out who the SL is: Look at who enters the area last and are not aggressively participating in combat.

Not sure I agree with this, I've lead squads from the front or at least the middle of the pack fairly often and participated quite heavily, and I've been in squads with squad leaders who do the same. Though to be fair we had everyone on Ventrilo and not typing. Point is, it's not that easy.

Speed of combat is an incredibly complex subject...
I have to agree with what MrBloodworth said, what you've described is not Planetside, it's far too fast, it's just zerging around boomboomheadshotdierespawnboomboom. Which is something I can get from every other shooter, and why I don't want it in Planetside.

MooK
2012-03-14, 11:02 AM
The music - This increased the immersion of the PlanetSide universe at an untold factor. It really reinforced the existing storyline, and actually made the battles that much more intense, and the interactions with players that much more involved. It was, in my opinion, an integral part of the first one. Where the gameplay was technically lacking, the immersion more than made up for it. Unfortunately, I don't think adding things like specific hitboxes, missions and whatnot can make up for lackluster music.

The AMS and the ANT, to me, were very important. The AMS provided something fairly unique, and I'm not sure the galaxy can replace this. Things like being tasked, as a cloaker, to find an AMS, and either OS it or hack it, was just one part of Planetside, that really made it unique. The ANT, like the AMS, also added something very unique. If a defensive force was successfully holding a base, they would eventually run out of energy, and thus were constantly facing a clock. The ANT really provided a great game mechanic, and I hope to see the same type of gameplay in the next version.

The driver/gunner combo has already been touched upon. I also believe that it was a great way to introduce tactics, strategy and teamwork. Furthermore, being independent from the driver allowed the gunner to have more concentration on target acquisition, defense, and offense.

I'm hoping we can get into a position to play the game soon, because time is working against the devs with all this speculation.

ringring
2012-03-14, 11:04 AM
[QUOTE=DaddyTickles;655207]I know I'm in a tiny minority (at least on this forum :p ) but I will miss the old VS Max jumpjets.

[QUOTE]

My striker will too .... "a flying max is a dead max". :groovy:

I'll miss the ANT ..... it's funny but only yesterday I did an ant run to a hacked base ... 10% NTU, would I get there in time, I had a long way to go ..... find out next week in the next episode of .... "ANT RUN!" .... ta ta taaaaa

Stardouser
2012-03-14, 12:16 PM
I have to agree with what MrBloodworth said, what you've described is not Planetside, it's far too fast, it's just zerging around boomboomheadshotdierespawnboomboom. Which is something I can get from every other shooter, and why I don't want it in Planetside.

I most certainly did not describe that. Being able to move quickly but at the same time having HUGE maps to offset that movement has NOTHING to do with whatever you are talking about. I should know, I am subjected to that gameplay in BF3 and I am against it.

Player movement speed and smoothness of animations is NOT the only aspect of game pace. Not even close.

Some PS1 vets are against "iron sights", though I think you mean "aiming down sight", for the EXACT same reason, they claim it will slow gameplay. Your objection could be used against arguments against "iron sights" in just the same way, in other words, if you don't want ADSing to slow down the gameplay that's the same as wanting gameplay to speed up. Except it's not, because being able to move while firing is a miniscule part of the game pace.

Tialian
2012-03-24, 02:48 PM
The huge issue with instantly getting in and out of vehicles is how cheated it makes a player feel when they are attacking the guy who has been farming kills like crazy.

One issue in BF3 that I have noticed a lot is how useless a stinger seems. Jets and helos have counter-measures that recycle too quickly and they are also able to use the terrain to avoid getting hit by missiles. When they do get close to death they simply instantly bail.

In PlanetSide it was great when they made it so people couldn't bail after their vehicle took too much damage, if the devs make PS2 vehicles like BF3 I'm afraid they just don't understand their players. Personally I would rather wait for them to release the game until they have things right, rather than patch it in later. If it took 6 months just for vehicle animations it would be well worth it.

Malorn
2012-03-24, 02:57 PM
The things I will miss are being able to hack as a Rexo or Light assault style class. I liked being useful support without being an infiltrator.

I think I'll miss the AMS as well, I liked the stealth spawn points and that hide-and-seek aspect of the game. Mainly because if you could see a spawn point it became very easy to shoot it with infantry AV or tanks. The stealth field gave it survivability to be effective. I'm not sure the galaxy can do that, but it would be easy enough for them to add a utility slot for cloak-when-deployed so it might not be that big of a deal.

Ruwyn
2012-03-24, 09:22 PM
Going to miss the AMS. It simply made the game. It was the MOST important and MOST used spawn choice in the game. Even if you make a galaxy able to cloak, you aren't going to land that galaxy in the middle of a forest that surrounds a tower. Or set it down on the side of a hill. Or ....... etc.

Enter/exit animations....Very annoyed when I played shooters after PS that allowed you to teleport in/out/within vehicles.

Laying down the CE! Come on, no spitfires? Can I still have my minefields? Or do I need to hit up the term 10 times in order to put a decent one in place? Motion sensors? They were underrated. <--- your spotting tool right there.

No manageable inventory or pack looting. Why can't I take minimal rifle ammo and load up on the AV rounds? Out of ammo.....used to just loot a corpse on the ground or run over to a local AMS. Now what? Guess you just run up to someone and let them kill you or boomer yourself since you can only carry ONE grenade! One...1.. Stealth clear a minefield ahead of advancing armor with one emp grenade. Thanks guys.

Shade Millith
2012-03-24, 09:54 PM
The huge issue with instantly getting in and out of vehicles is how cheated it makes a player feel when they are attacking the guy who has been farming kills like crazy.

One issue in BF3 that I have noticed a lot is how useless a stinger seems. Jets and helos have counter-measures that recycle too quickly and they are also able to use the terrain to avoid getting hit by missiles. When they do get close to death they simply instantly bail.

This is why having Flak in the game is VERY important.

Flak is harder to aim and use, as you have to lead your target and predict it's movements, but it's advantage over guided weapons is that there's no warning and once you fire, it's going to it's destination no matter what.

In BF1942, Anti-Air emplacements were Flak. They were powerful, but well balanced. It meant that aircraft were powerful, but they always had to be careful. Well balanced.

In BF2, Anti-Air emplacements were guided missiles. They were completely ****ing useless to the point of being jokes. It meant that aircraft were powerful, and rarely ever had to be careful. Balance was a joke.

There needs to be both in game. Just like in PS1. I can only hope they don't make BF's mistake by making everything guided.