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View Full Version : Support players in PS2.


LightningDriver
2012-05-14, 12:05 PM
In my years of playing PS on and off, I've really enjoyed being in a support position more than anything else. I enjoy trying to help the army make it's push on whatever target we're going for, as I'm sure all engineers and medics like doing.

I can only read up on the new features for PS2 because of my hearing impairment, and most of the new information I've seen is on videos. Are there any new features, or "sidegrades", that will make being an engineer even more fun? Or will they completly change the game? I haven't been able to find out too much on the interweb to read about this.

Specifically, is there any way to end the never ending conga line of MAX units following me and asking for repairs? I don't mind repairing at all, but I'd like to shoot my gun once in a while.

Zekeen
2012-05-14, 12:09 PM
I think they are definitely going with combat engineers, that's always a big thing in PS. So never fear.

And if you think on it, Engineers will probably be expected to be defenders of Galaxy spawn points, providing defense and repairs. You also get a deployable turret I believe... not automatic, you get to jump in and gun people down.

I don't think they are changing the engineers position in PS2, and it was always a defensive death and life bringer in PS1. If you have MAXes needing repairs, then you need engineers on the front line, and that means big guns for the engineers too.

Shogun
2012-05-14, 12:22 PM
always nice to read from fellow support/engineer lovers ;)

the engineer will be a powerful fighting unit in ps2. engis will sport quite effective weapons to "shoot at something" so you don´t have to worry.

other confirmed engineer news:
no spitfires, but deployable "mana" turrets. they look like a big machine gun on a stick you can deploy almost everywhere. and you or other soldiers can grab the trigger and have some fun with it.

deployable mines of several types. maybe av, ai and jammer

deployable forcefield covers

have you checked the engineer spot on on planetside2.com ?

not too much more is known about the engineer yet.

kaffis
2012-05-14, 02:12 PM
I'm definitely looking forward to supplementing my support gameplay with the engineer's newfound ability to erect defensible positions that actually engage and interact with the defenders.

Spitfires always seemed lame, to me, because you set them up and then they do their own thing. I'm much more excited about the MANA Turret and the notion of being able to set up cover to create a defensive advantage for your own squad to make use of.

LightningDriver
2012-05-14, 04:59 PM
a big machine gun on a stick

I'm totally going to be an engineer again now. :D

Folly
2012-05-14, 06:26 PM
I loved dropping mines in PS1, strategically picking out sneaky spots to blow up enemies. Hoping PS2 will have a similarly generous mine-total cap.

I'm saddened by being unable to drop auto-turrets. Those required similar calculating care in order to be at all effective, and I feel like losing them takes away a huge part of the supporting role of engineers.

More than anything, I want to be able to repair moving targets this time around. That would greatly improve the usefulness of support engineers imo.

Sifer2
2012-05-14, 07:23 PM
I think its weird they are removing some of the teamwork from tanks by giving drivers control of the main turret. But spitfires they are doing the opposite. Requiring asses in seats for it to work.

Personally I think they should have both. The automated spitfire should be pretty weak mostly a way to make it harder for light assaults to move around. Where as heavy armor guys can plow through them. With the manned version a heavy hitter that everyone fears but is stationary so a easy target.

Virulence
2012-05-14, 07:34 PM
I liked playing support/logistics in PS1 a lot. I would frequently play pit crew for tanks and get them fixed up and back into action when my preferred gunners weren't around, or I'd drive a lightning in support of armor, driving aggressively and acting as bait to draw fire away from the MBTs, and falling back when they did to assist with repairs.

I also loved taking my Lightning solo, or with a buddy in a Lightning, trunks filled with ACEs to a forward position where we figured reinforcing enemy armor traffic would come through. I'd set up mines, wait patiently, and then go "HEY LOOK I'M A LIGHTNING COME KILL ME," and then bait the tank through a minefield. :D

Artimus
2012-05-14, 07:34 PM
Yes Combat Engineer was the sh** by far my favorite class. I loved setting up a cloak bubble as lines of tanks would drive in and my fellow engineers and I repaired them. Also staying behind after we repelled an attack and reinforcing a base with CE. I would hope to see some sort of weapons thats exclusive for engineers thats not so much effective at kills but morely at keeping the enemy suppresed. Like a LMG of some sort.

Mezorin
2012-05-15, 05:24 AM
Let's not forget the medics, and infiltrators for recon as well. Behind every good Galaxy drop team were at least a couple of amazing dedicated medics (at least before EVERYONE had adv. medic) keeping the squad alive, and that should definitely be brought back.

As for infiltrators, please please PLEASE take out the stupid command tool "3. Reveal Enemies" and give us the spot tools we need so we have a real job to do as a support class. Rather than being kill whores, recon snipers should be masters at Map Awareness and ninja recon teams (along with LAV skirmishers and aerial recon) should be the go-to guys for outfit commanders looking to get a sneak look at enemy weak points behind their lines.

Immigrant
2012-05-15, 07:08 AM
Let's not forget the medics.

"Did someone page me?" :D

I love playing support roles. I just hope medics will get cool skills and decent weapons.

Anyways I did a Med Corp logo for TR so any medics can use it as an avvy:

http://www.zaslike.com/files/sr38txdxbub5384bdiae.png (http://www.zaslike.com/)

Kran De Loy
2012-05-15, 07:37 AM
The only downside I see about the Mana turrets compared to the Spitfire is that manned turrets will make the player bored if he's left alone too long. So if the battle moves forward so should the Gunner and thus the Mana Turret. This will make it more difficult for the team pushing into enemy held territory because the old flanks that were being denied earlier now have less support covering them.

Everything other difference between the Mana Turret and the Spitfire is just that, a difference. In ever aspect but the one that I mentioned the Mana turret still fills all of the same roles and problems of the old Spitfire.

Also the Engi is gonna have all those mines to play with, supposedly the Engi is also the explosives expert in PS2. So I can see a lot of people having a lot of fun with that aspect.

Kipper
2012-05-15, 07:43 AM
I'd say that turrets are defensive positions by their nature, so not too much worry about pushing forward and being left behind since you're probably fighting to stay where you are and not be pushed back...

....and if you have to move - disassemble and rebuild in a new location :)

kaffis
2012-05-15, 08:41 AM
I'd say that turrets are defensive positions by their nature, so not too much worry about pushing forward and being left behind since you're probably fighting to stay where you are and not be pushed back...

....and if you have to move - disassemble and rebuild in a new location :)
This.

Mana Turrets are about creating a strong point to rally or bolster an active defense, not creating speed bumps and obstacles for the opposing force.

If you're bored in a Mana Turret, you're doing it wrong.

Pyreal
2012-05-15, 09:33 AM
There may be a side-grade to make the turret an proximity/motion activated auto turret at the loss of power or endurance. Never know.

Kipper
2012-05-15, 10:02 AM
There may be a side-grade to make the turret an proximity/motion activated auto turret at the loss of power or endurance. Never know.

I doubt it & hope not. The removal of automated stuff is to promote player vs player, and put people using turrets at risk.

If turrets are automated, there's no risk to the engineer in using them; you get free kills without the danger of actually being killed.

VelRa
2012-05-15, 12:17 PM
I'm really excited to play engineer in conjunction with the Galaxy mobile respawn functionality. With such deep certification trees (6 months worth?), I think there are going to be a lot of gadgets to play with as engineer and medic. Things like motion sensors, mines, cloak bubbles (though we haven't heard anything about these yet). For recon I'd love to see thermal/infrared binoculars so that they're a necessity.

Logri
2012-05-15, 12:45 PM
The prospect of having dedicated support roles is an exciting one.
In my opinion the back-bone of the invasion force/zerg.

Shogun
2012-05-15, 02:30 PM
keep in mind, that changing a class in planetside 2 will be possible at every spawnpoint or terminal.

so we will not be forced to decide which role we will be able to play. we can play all roles without having to specialize. you only have to choose which class you want to update with possible sidegrades or upgrades first. this is only limited by time, so you can max out your possibilitys for every class if you play long enough.

i´m still not sure if this is a good or bad thing, but it´s definitely something, most other mmos don´t have. so i wanted to point that out again for all the new privates ;)

Xyntech
2012-05-15, 02:54 PM
I doubt it & hope not. The removal of automated stuff is to promote player vs player, and put people using turrets at risk.

If turrets are automated, there's no risk to the engineer in using them; you get free kills without the danger of actually being killed.

I hope the machine guns have sufficient head protection, at least from the front. Nobody will man one if they are worried about being an easy head shot target for a sniper.

Just make it so that snipers have to attack them from the side/back, or that AV or lots of sustained small arms fire is required to bring someone on a machine gun down, and it should be fine.

Kran De Loy
2012-05-15, 03:20 PM
I'd say that turrets are defensive positions by their nature, so not too much worry about pushing forward and being left behind since you're probably fighting to stay where you are and not be pushed back...

....and if you have to move - disassemble and rebuild in a new location :)

This.

Mana Turrets are about creating a strong point to rally or bolster an active defense, not creating speed bumps and obstacles for the opposing force.

If you're bored in a Mana Turret, you're doing it wrong.

While you guys are right, you're not looking at the whole picture. Turrets are about Area Denial. Which is pretty much mostly used for what you said. I was just pointing out that Mana Turrets are different from the older Spitfires (in a nerf kind of way) in that Mana Turrets by their nature have to move with the main force while Spitfires could be left behind. While in just about any other case the differences between the Mana and the Spitfire are pretty much well balanced between each other. Like Mana will be able to acquire a target from a much farther distance than a Spitfire could because of the player manning it, but there could be a very logical limitation on the spin radius (field of fire) that the Mana turret can cover. (Example: Once built the Mana is deployed only looks in a 140 degree arc while the spitfire would cover a 360 degree arc, but the spitfire would only lock onto something within a 30 meter radius while for the Mana turret if the Gunner can see it he'll shoot at it.

I hope the machine guns have sufficient head protection, at least from the front. Nobody will man one if they are worried about being an easy head shot target for a sniper.

Just make it so that snipers have to attack them from the side/back, or that AV or lots of sustained small arms fire is required to bring someone on a machine gun down, and it should be fine.

That is if the Mana Turret is deployed out in the open. Which would be pretty much the case for any defense at all, static or otherwise. What I mean is that static defenses are easier targets, but that doesn't mean they'll always be out in the open or that they won't be able to utilize the cover around them intelligently.

Xyntech
2012-05-15, 04:46 PM
That is if the Mana Turret is deployed out in the open. Which would be pretty much the case for any defense at all, static or otherwise. What I mean is that static defenses are easier targets, but that doesn't mean they'll always be out in the open or that they won't be able to utilize the cover around them intelligently.

Absolutely, but you will never be able to have good cover against the direction you want to fire the machine gun in. If they don't have good forward protection, snipers will just lol and head shot anyone stupid enough to man them. The devs have probably already got this covered though, and if not, beta will prove how important it is, so not really something to worry about.

Side and rear attack is where the use of terrain and other cover will come into play, as it should be.

Kipper
2012-05-15, 04:51 PM
I agree with the sentiment that allowing snipers to own turrets from the front would not be good, because it will happen a lot.

Snipers should need to get around onto the flanks, if you want to attack a turret at the front, it should be with tank shells, rockets, grenades, that sort of stuff.

Toppopia
2012-05-15, 04:57 PM
I agree with the sentiment that allowing snipers to own turrets from the front would not be good, because it will happen a lot.

Snipers should need to get around onto the flanks, if you want to attack a turret at the front, it should be with tank shells, rockets, grenades, that sort of stuff.

And if people are smart the could either place 3 turrets next to eachother to provide ultimate defence or find a nice crevice in the wall of a base so they can't be attacked from the side, which would be cool to do, no silly snipers can kill me now :D

Shamrock
2012-05-16, 09:40 AM
I will miss spitfires; I don't totally accept the idea that they were risk free. I can remember many occasions where I was dropping them in a CY that was being breached and keeping them up and repaired while getting shot at was far from risk free.

Also if the manned turrets are anything like the advanced CE deployables in PS1 they will be tank bait in most locations other than where they can take advantage of LOS cover from buildings/structures.

If on the other hand they can be remote controlled, im thinking Team Fortress 2 turret mechanics with the remote glove, then that could be very versatile and fun to!

Kran De Loy
2012-05-16, 10:13 AM
I will miss spitfires; I don't totally accept the idea that they were risk free. I can remember many occasions where I was dropping them in a CY that was being breached and keeping them up and repaired while getting shot at was far from risk free.

Also if the manned turrets are anything like the advanced CE deployables in PS1 they will be tank bait in most locations other than where they can take advantage of LOS cover from buildings/structures.

If on the other hand they can be remote controlled, im thinking Team Fortress 2 turret mechanics with the remote glove, then that could be very versatile and fun to!

Remote controled? At first I thought sweet. But on second thought it would still make the person controlling it sit still, but now they're able to go hide somewhere and I honestly do not see how this could work unless the only person able to control it is the engi that deployed it.

Maybe just make the sentry deployment make it so that no other turrets cant be too close to it if they implement a forward facing defense system on the turret. Something reasonable like 3 meters or so.

Also having a turret deployed in a tight crevice is a completely legitimate tactic and shouldn't be restricted.

Also thinking more about it, having the turrets being sniped is actually a good thing. I mean when I really think about it, the forward facing defense should still be in place to help deflect small arms and explosives to a degree, but snipers are specifically made to be able to by pass defenses exactly like that a turret set up. Brute forcing you're way through them would also be an option of course, but it really shouldn't be the only option.

DarkTower
2012-05-16, 11:51 AM
Didn't play PS1 so no opinion on whether manned/automatic turrets are preferable. As someone wanting to use the Engineer as a Galaxy pilot, I like the idea of manned turrets though, because if I'm earning XP for spawns from my Galaxy, I want a good way to defend it.

For example, basing this on the base assault in one of the videos in the stickied Information Thread, during the base assault the steady stream of attackers would suggest to me (as a defender) that there must be a Galaxy parked nearby. Take a Light Assault class with a Jetpack and jump over the base walls with an anti-vehicle gun and/or the equivalent of some C4, destroy the Galaxy and stop the attack. To counter this, a manned turret lets you defend your vehicle as an Engineer and forces the defenders to think tactically about pushing the enemy back to the Galaxy, or holding at one point in the base while others destroy the spawn location.

Xyntech
2012-05-16, 12:28 PM
Also thinking more about it, having the turrets being sniped is actually a good thing. I mean when I really think about it, the forward facing defense should still be in place to help deflect small arms and explosives to a degree, but snipers are specifically made to be able to by pass defenses exactly like that a turret set up. Brute forcing you're way through them would also be an option of course, but it really shouldn't be the only option.

Having turrets be sniped from the side is a good thing, because it requires the sniper to set up on the target.

Sniping the turret from the front is easy, considering that it is probably pointed towards the direction you are coming towards it from. You just get in view of it, then headshot the sitting duck.

It's not that there shouldn't be multiple ways to take out MANA turrets and their operators, it's that stationary targets are easy pickings for snipers and would turn them into certain death if they had no forward protection. Snipers would be jumping over each other to take out anyone dumb enough to man a turret, and so people would stop manning them.

But if there were forward protection, gunners would be safer from the most obvious, most dangerous direction. Snipers could still have a field day setting up on them from another angle other than the front, but this would often take a little more time, giving turret operators a chance to do some good before potentially getting sniped.

Kipper
2012-05-16, 12:45 PM
TBH, upgrading a basic turret (gun on a stick) to one with a metal shield (recuded visibility for front protection) or an energy shield (no loss of visibility for front protection) but be a good upgrade path.

Make more advanced turrets take a little longer to deploy too, or give a reason for gun on a stick types to still be viable.

kaffis
2012-05-16, 01:11 PM
TBH, upgrading a basic turret (gun on a stick) to one with a metal shield (recuded visibility for front protection) or an energy shield (no loss of visibility for front protection) but be a good upgrade path.

Make more advanced turrets take a little longer to deploy too, or give a reason for gun on a stick types to still be viable.
This is the approach I'd like to see.

Xyntech
2012-05-16, 06:21 PM
That's a good idea.

Non protected turrets would still have value in a multitude of situations, while having some slightly more defensible variants would keep players from feeling like they were death traps in more general use situations.

ProfessorCrow
2012-05-17, 07:27 AM
Agreed on the up and side grading of MANA turrets.

-CroW

LightningDriver
2012-05-17, 12:08 PM
After watching the Totalbiscuit video, and seeing the base layout, there are so many sneeky places to put minefields and other things! This is getting exciting.