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View Full Version : Viability of a Driver/Pilot Class


Bravix
2012-07-16, 11:07 PM
I'm not here to say, "OMFG WE NEED A SEPERATE CLASS FOR PILOTS AND DRIVERS!!!" I haven't played the beta yet, and even if I was in it, there needs to be enough players participating to determine whether this is necessary.

However, I would like to discuss the viability of such a class based on what we have been shown.

The why, is that it would prevent abuse of the pop in/out of vehicle mechanics...well, at least limit the abuse. It would also prevent people from, for example, hopping into 100 scythe's with their heavy assault class and drop over the enemy base. Sure, you can do this with Galaxies, but it's easier to take out a handful of galaxies and expect and drop.

How I would have the class set up (feel free to list your own ideas or say that my idea sucks ;) ) :

Pilot/Driver Class
Weapons: Carbine and pistol, maybe light shotguns? No grenades except maybe smoke.
Armor: The same amount as light assault/engineer/medic (Don't know armor values at this time, hard to say).
Abilities: Only class able to pilot/drive vehicles. On top of this, they could have a minor skill from one of the other support classes.

It would be important to keep the class viable in combat. Otherwise the complaints would flow. But of course you wouldn't want them overpowered. That is why my idea would be to allow them to have a skill from one of the other classes. The pilot/driver would be able to select which one they want.

For example, a pilot could choose to have the standard medical applicator (unable to use advanced versions though as pilot). Or they could take an engineer skill and be able to repair their aircraft, though at a reduced rate compared to an full fledged engineer. This would of course need balancing.

Just my idea. Would prevent some abuse of the vehicle boarding system. It would make it so that you can't just drive up to a base, blow people to hell with your tank, and then hop out last minute as a heavy assault and soak up even more damage.

It would also make playing both vehicles and infantry a more dedicated class, instead of something you switch on a whim. It'd still be very easy to switch roles, all you'd have to do is die or go to an equipment term. But as things currently are, all you have to do is hop out of a vehicle or hop in it.

I'd like to point out that the driver/pilot class would be combat capable, just not quite as versatile and heavily armed as their dedicated infantry counterparts.

GreatMazinkaise
2012-07-16, 11:28 PM
This is a bad idea and you should feel bad for suggesting it. We've already got our optimum driver class (Engineer) and our optimum flyboy class (Light Assault); there's no point in putting in a class just to drive/pilot vehicles.

AzureWatcher
2012-07-16, 11:30 PM
This is a bad idea and you should feel bad for suggesting it. We've already got our optimum driver class (Engineer) and our optimum flyboy class (Light Assault); there's no point in putting a class just to drive/pilot vehicles.

Pretty much this. A pilot class would be overkill and would be unnecessary.

Atheosim
2012-07-16, 11:43 PM
A pilot class would be a balance nightmare. Not to mention I think people would be pissed if they had to give up their fravret class just to drive a vehicle.

Reizod
2012-07-16, 11:53 PM
At this point, let's just wait until they start taking everyone's input during beta.

Though, having set classes is NOT going to happen. They seem very set on having the classes that are generic/common among current FPS games.

Pyreal
2012-07-16, 11:54 PM
It seems the seed of trouble for your idea is players popping out of their burning vehicle with their bazooka at the ready and engaging, that is the issue that should be directly addressed.

The classes are set and there is very little probability that will see any major change or additions.

As for the instant bail and attack this is still something that can be addressed in beta, and that should be your aim.

1: Weapons should be holstered at bailout and wielding a weapon after bailout should take 1-3 seconds.
2: There should be a .5 seconds delay in sprinting ability after bailout.

Those two things would address both issues as I see them:
1: HA players bailing after losing a vehicle engagement to engage enemy vehicle with AV weapons.
2: Players bailing after losing a vehicle engagement to engage enemy with C4 at a sprint.

Marinealver
2012-07-17, 10:40 AM
I actuall sugested making a vehicle benifits for say a medic or a HA to fly a vehicle.

but yeah it is going to be the Jetpack Aircav and Engineer Tanks, while Medics, Grunts, Cloakers, will ATV zerg it. MAXs will autorun.

ThermalReaper
2012-07-17, 10:42 AM
I haven't played the beta yet, and even if I was in it, there needs to be enough players participating to determine whether this is necessary.


I smell lies here.

But just place restrictions on piloting classes and that's it, no need for another class.

Rago
2012-07-17, 10:43 AM
When i take The Liberator i want to be a Engineer and my Fellows , too.
Nothing more is needet.

Stardouser
2012-07-17, 10:48 AM
The purpose of a pilot class would be to limit them to pistol and medkit or maybe repair tools, so that people can't just bail and continue the fight on foot, treating vehicles as throwaway.

Sledgecrushr
2012-07-17, 10:54 AM
I am very comfortable with the idea of all the classes barring max using vehicles. I would not and do not want a dedicated vehicle class.

Baneblade
2012-07-17, 12:15 PM
A class that is a hybrid of the Engineer (repair only) and Light Assault (jetpack) that carries a pistol would make the most sense to me.

Bravix
2012-07-17, 12:33 PM
This is a bad idea and you should feel bad for suggesting it. We've already got our optimum driver class (Engineer) and our optimum flyboy class (Light Assault); there's no point in putting in a class just to drive/pilot vehicles.

You're so sweet. You make an assumption however that everyone will just use Engineer/Light Assault. I'm willing to bet that we'll see a lot of Heavy Assault thanks to the auto-repair cert.

I actuall sugested making a vehicle benifits for say a medic or a HA to fly a vehicle.

but yeah it is going to be the Jetpack Aircav and Engineer Tanks, while Medics, Grunts, Cloakers, will ATV zerg it. MAXs will autorun.

You don't want benefits for a HA to fly. Medic I would support though.

A class that is a hybrid of the Engineer (repair only) and Light Assault (jetpack) that carries a pistol would make the most sense to me.

That's sort of what I was suggest, though it would allow you to choose what you'd be a hybrid of. You could take the Engineer's repair tool, allowing you to repair the vehicle. However, you wouldn't be as powerful as a full on engineer since you wouldn't have the other assortment of weapons, MANA turret, etc.

You could take a medic gun. This would be useful for people who like hotdropping over enemy bases in groups.

I'd say you could hybrid into light assault and have a jetpack, but that would be a little harder to balance since you'd basically be a light assault soldier with a weaker weapon.

And I do agree, it would be an interesting system to have to balance. But, personally, I don't see it being any worse to balance than the current system lol.

QuantumMechanic
2012-07-17, 12:56 PM
There will be a number of people using HA while piloting vehicles as Higby did himself in his stream of the technical test done almost two weeks ago.

He was driving a lighting, attacked a magrider, and after his lighting was almost blown to bits he jumped out and tried to finish off the magrider with his anti-vehicle rocket launcher (and for all we can tell was close to being successful).

The issue to me particular with Heavy Assault being able to pilot vehicles. The have a special ability which is a strong AV shield which is supposed to temporarily protect them from vehicle fire while they try to take down their target.

So I forsee HA "Rambos" jumping out their burning tanks at the last minute, popping that shield and then finishing off their opponent (who previously just won in a strictly tank-on-tank battle).

This type of gameplay probably sounds cool to some people. I'm just not a fan of it, and think piloting should be restricted to light armor classes only.

Anyway beta will tell.

Bravix
2012-07-17, 01:05 PM
There will be a number of people using HA while piloting vehicles as Higby did himself in his stream of the technical test done almost two weeks ago.

He was driving a lighting, attacked a magrider, and after his lighting was almost blown to bits he jumped out and tried to finish off the magrider with his anti-vehicle rocket launcher (and for all we can tell was close to being successful).

The issue to me particular with Heavy Assault being able to pilot vehicles. The have a special ability which is a strong AV shield which is supposed to temporarily protect them from vehicle fire while they try to take down their target.

So I forsee HA "Rambos" jumping out their burning tanks at the last minute, popping that shield and then finishing off their opponent (who previously just won in a strictly tank-on-tank battle).

This type of gameplay probably sounds cool to some people. I'm just not a fan of it, and think piloting should be restricted to light armor classes only.

Anyway beta will tell.

But if you simply restrict it to light assault classes, you'll breed another type of rambo. You might have light assault guys with C4 that will charge at you when their vehicle is almost dead, hop out of it last minute, then jet pack on top of/slightly passed your vehicle. Place C4, and boom.

Now, this would require more skill then hopping out and firing a launcher obviously and would be more rare. Just something I thought I'd bring up!

Raymac
2012-07-17, 01:16 PM
I don't think we need a Pilot class, but I personally would like to see HA limited in what it can drive the same way Rexo was limited in PS1. I think it worked great.

roguy
2012-07-17, 01:19 PM
Like others have said, this is redundant and unnecessary, and there are easier ways to sort out the bailing problem (ressource and the fact that you cant have an ejection seat , auto repair or flares together) without having to design, model, skin and balance a class you won't ever see anyway because he's inside a vehicle.... On top of that, the whole point of classes was to move away from mixing/mashing up signature abilities and we've been over that a hundred times....

Am I really the only one to be bored of armchair game designers?

SleepyZombie
2012-07-17, 01:25 PM
This is a terrible Idea

This late in the game they are not going to add a new class

This is planetside not world of warcraft... There is no specific class to fit every roll perfectly.

Why would people roll around in a tank with heavy assault more than engineer to repair? You assume you are going to have a chance to bail out of your craft and fight just before it gets blown up.

Could we stop making these nonsense "I think the game needs this" idea threads? Its kinda annoying

roguy
2012-07-17, 01:26 PM
Could we stop making these nonsense "I think the game needs this" idea threads? Its kinda annoying

Yay! I'm not alone after all! :D

Trip
2012-07-17, 02:04 PM
why not just have the vehicle explosion damage the bailer? or maybe throw in 2-3 seconds of shell shock. why redesign the whole game?

QuantumMechanic
2012-07-17, 03:09 PM
But if you simply restrict it to light assault classes, you'll breed another type of rambo. You might have light assault guys with C4 that will charge at you when their vehicle is almost dead, hop out of it last minute, then jet pack on top of/slightly passed your vehicle. Place C4, and boom.

Now, this would require more skill then hopping out and firing a launcher obviously and would be more rare. Just something I thought I'd bring up!

Certainly this could happen. And I can live with that just fine. Anybody exiting the vehicle in light armor isn't going to last nearly as long as somebody in heavy armor + special shield ability.

Bravix
2012-07-17, 03:44 PM
Like others have said, this is redundant and unnecessary, and there are easier ways to sort out the bailing problem (ressource and the fact that you cant have an ejection seat , auto repair or flares together) without having to design, model, skin and balance a class you won't ever see anyway because he's inside a vehicle.... On top of that, the whole point of classes was to move away from mixing/mashing up signature abilities and we've been over that a hundred times....

Am I really the only one to be bored of armchair game designers?

Didn't read my OP or failed to understand it. I'm not trying to be an armchair game designer, I brought up a point of concern and was discussing the viability of a driver/pilot class should one be required. I made it quite clear that I wasn't saying that this needs to be added or its all doom and gloom so gtfo you stupid troll.

This is a terrible Idea

This late in the game they are not going to add a new class

This is planetside not world of warcraft... There is no specific class to fit every roll perfectly.

Why would people roll around in a tank with heavy assault more than engineer to repair? You assume you are going to have a chance to bail out of your craft and fight just before it gets blown up.

Could we stop making these nonsense "I think the game needs this" idea threads? Its kinda annoying

In case you haven't been paying attention, bailing out before the vehicle explodes has been shown in recordings on multiple occasions. It isn't an assumption.

I also wasn't blatantly saying that the game needs this now. I brought up a concern and addressed a possible solution. Though I might suggest that if you don't want to see, "I think the game needs this" threads, perhaps you should stay out of the discussion forum. God forbid there is discussion about game mechanics in here!

Edit: Also, I've never played WoW. It also wasn't my idea to add classes to the game in the first place. By your logic, the devs are modeling the game after WoW because they added classes.

why not just have the vehicle explosion damage the bailer? or maybe throw in 2-3 seconds of shell shock. why redesign the whole game?

This isn't simply to stop people from bailing from vehicles before they explode. It would address a wide array of issues, including vehicle drivers hopping out of their vehicles and running into the base without a second though.

It may just be me holding on to PS1 mechanics too much, but I enjoyed the fact that someone driving a vehicle either had to find an AMS/equipment terminal to get fully decked out or had to just deal with a slightly weaker loadout when they hopped out of their vehicle and charged into a base.

I don't think we need a Pilot class, but I personally would like to see HA limited in what it can drive the same way Rexo was limited in PS1. I think it worked great.

And that is a perfectly reasonable alternative, though it may be harder to program into the game.

roguy
2012-07-17, 04:11 PM
Didn't read my OP or failed to understand it. I'm not trying to be an armchair game designer, I brought up a point of concern and was discussing the viability of a driver/pilot class should one be required.

Then the discussion is over then, because your "non-armchair-game-designer" idea is stupid. In case you failed to read again, no it's not viable, it's stupid, it's also redundant and stupid. Get it?


I made it quite clear that I wasn't saying that this needs to be added or its all doom and gloom so gtfo you stupid troll.

1-) Where did I say it was doom and gloom? Reading comprehension fail.
2-) How does it make your idea any less retarded wether you think it "needs" to be added or just suggesting for discussion? Logic fail.




In case you haven't been paying attention, bailing out before the vehicle explodes has been shown in recordings on multiple occasions. It isn't an assumption.
(...)
This isn't simply to stop people from bailing from vehicles before they explode. It would address a wide array of issues, including vehicle drivers hopping out of their vehicles and running into the base without a second though.
(...)
God forbid there is discussion about game mechanics in here!


So basically you're elaborating solutions when your premise is wrong... See this is how pointless your idea is. Most, if not all, gameplay videos were from E3 where they deliberately amped up the ressources so everyone could try out vehicles in a 15min game session. And flying in anything other than engineer+flares or LA+repair will severely gimp your aircraft.

So wait, what's the point of a pilot class? None whatsoever.

Bravix
2012-07-17, 05:00 PM
Then the discussion is over then, because your "non-armchair-game-designer" idea is stupid. In case you failed to read again, no it's not viable, it's stupid, it's also redundant and stupid. Get it?




1-) Where did I say it was doom and gloom? Reading comprehension fail.
2-) How does it make your idea any less retarded wether you think it "needs" to be added or just suggesting for discussion? Logic fail.





So basically you're elaborating solutions when your premise is wrong... See this is how pointless your idea is. Most, if not all, gameplay videos were from E3 where they deliberately amped up the ressources so everyone could try out vehicles in a 15min game session. And flying in anything other than engineer+flares or LA+repair will severely gimp your aircraft.

So wait, what's the point of a pilot class? None whatsoever.

Judging by your excess of insults, I can only assume that you get a high off anonymity. Only place where you can feel important is on the interwebz eh? Don't worry, I'll take pity. Just might want to point out that it IS possible to make points without being an insulting tool :)

Regardless, you failed to address multiple points of the arguments I made and you act as though you know much about the game. Either you're with SOE and were playing the internal version or you've watched the Beta footage and made a wholleeee lot of assumptions without any real factual backing. For example, "And flying in anything other than engineer+flares or LA+repair will severely gimp your aircraft." You know that for certain do you? You must have logged a lot of game time in Planetside 2 with hundreds of other players involved to have such a vast understanding of how the game plays.

I bow to your superior understanding good Sir. Thank you for blessing my thread with your presence! But please, before you leave, do tell how effective Galaxy drops will be. Oh, and while you're at it, lemme know why Magriders are superior to Prowlers or vice versa! I really must know!

:groovy:

roguy
2012-07-17, 05:13 PM
Judging by your excess of insults, I can only assume that you get a high off anonymity. Only place where you can feel important is on the interwebz eh? Don't worry, I'll take pity. Just might want to point out that it IS possible to make points without being an insulting tool :)

Regardless, you failed to address multiple points of the arguments I made and you act as though you know much about the game. Either you're with SOE and were playing the internal version or you've watched the Beta footage and made a wholleeee lot of assumptions without any real factual backing. For example, "And flying in anything other than engineer+flares or LA+repair will severely gimp your aircraft." You know that for certain do you? You must have logged a lot of game time in Planetside 2 with hundreds of other players involved to have such a vast understanding of how the game plays.

I bow to your superior understanding good Sir. Thank you for blessing my thread with your presence! But please, before you leave, do tell how effective Galaxy drops will be. Oh, and while you're at it, lemme know why Magriders are superior to Prowlers or vice versa! I really must know!

:groovy:

Well, you always had the option of taking it like a man. Guess sarcasm will do!

Also, I actually paid attention to what's in the game and listened to the devs before making stupid assumptions that you seem incapable of owning up to.

So no, you can't mount flares and auto-repair at the same time together as it is now. And yes, the devs stated that the ressource amount/costs were ramped up for the E3 demo.

And finally, why does anyone need to bother countering all your other arguments? You proposed a solution to a non-existant problem, since the problem doesn't exist your solution is stupid. So once you've finished deflecting, "not" insulting people and "not" getting high off anonymity, you mind pointing out the gap in that logic?

Littleman
2012-07-17, 05:29 PM
If your tank is sitting at a sliver of life after winning, anything would take you out with little effort. If you were playing smart, and the front of your tank was facing the bailer, his rockets shouldn't be too scary if you have plenty of hull points left.

If the guy running away is the problem, well, tough. You get points for merely destroying the vehicle now at least. Next time plan on someone jumping out, even if they're not packing a rocket launcher. A guy with a jetpack or cloaking suit is an escape artist. An engineer is good at keeping their tank running until you blast the damn thing apart.

Finally, defensive certs are trade-offs, they're a one slot deal. Flares, repair, ejection seat for aircraft thus far. I expect options for tanks to be similar trade-offs.

Bravix
2012-07-17, 06:35 PM
Well, you always had the option of taking it like a man. Guess sarcasm will do!

Also, I actually paid attention to what's in the game and listened to the devs before making stupid assumptions that you seem incapable of owning up to.

So no, you can't mount flares and auto-repair at the same time together as it is now. And yes, the devs stated that the ressource amount/costs were ramped up for the E3 demo.

And finally, why does anyone need to bother countering all your other arguments? You proposed a solution to a non-existant problem, since the problem doesn't exist your solution is stupid. So once you've finished deflecting, "not" insulting people and "not" getting high off anonymity, you mind pointing out the gap in that logic?

Ohh, moving on to trying to insult my manhood. Cute :)

You're only looking at the surface of the issue. Do you KNOW for a fact that flares will be necessary? The devs took a lot of combat inspiration from Battlefield 3. In BF3, flares are certainly not necessary. If you have any ounce of skill it is fairly easy to evade them. BF3 also has a quicker TTK. Aircraft in PS2 will be able to take multiple rocket hits (as shown in videos).

I've never debated the resource issue, as how limiting it will be is an unknown at this time. You can say it will be extremely limiting all you want, but only time will tell.

But this thread has died off and deserves to be laid to rest. I would however, love to hear about these blatant assumptions I've apparently made. As far as I know, anything close to one I've either backed up with fact or pointed out that it was merely speculation on my part. Can you say the same? If you feel the need, PM me, otherwise gtfo :)


If your tank is sitting at a sliver of life after winning, anything would take you out with little effort. If you were playing smart, and the front of your tank was facing the bailer, his rockets shouldn't be too scary if you have plenty of hull points left.

If the guy running away is the problem, well, tough. You get points for merely destroying the vehicle now at least. Next time plan on someone jumping out, even if they're not packing a rocket launcher. A guy with a jetpack or cloaking suit is an escape artist. An engineer is good at keeping their tank running until you blast the damn thing apart.

Finally, defensive certs are trade-offs, they're a one slot deal. Flares, repair, ejection seat for aircraft thus far. I expect options for tanks to be similar trade-offs.

As for the above, this solution was made to solve more than just the one problem you listed. If you're fine with the sort of "pop out and escaoe" gameplay, that's totally fine. It just isn't my kinda fun :D

Edit: Oh, I should point out though that I've escaped in tanks with a sliver of life hundreds of times in PS1. Had the person been able to get out and rocket me, however, I'd be dead.

Raymac
2012-07-17, 07:20 PM
And that is a perfectly reasonable alternative, though it may be harder to program into the game.

Granted I'm not a game designer, but how would this be hard to put in the game? For the E3 demo, they allowed maxes to pilot anything, and that's been changed already. In PS1, Rexos can drive ATVs but that's it, otherwise you need Agile or Standard.

Seems pretty simple to me to not allow HAs to drive anything other than an ATV.

roguy
2012-07-17, 07:42 PM
You're only looking at the surface of the issue. Do you KNOW for a fact that flares will be necessary? The devs took a lot of combat inspiration from Battlefield 3. In BF3, flares are certainly not necessary. If you have any ounce of skill it is fairly easy to evade them. BF3 also has a quicker TTK. Aircraft in PS2 will be able to take multiple rocket hits (as shown in videos).


We've been over this. As it stands now, you can't mount flares, ejection seats and auto-repair at the same time on an aircraft.

So logically: LA can mount flares or repair AND bailout with jetpack // Engineer can mount bailout or flares AND repair. HA, med and cloakers don't have ANY abilities that synergies with vehicles (except cloaking for the atv...) so they'll be at a disadvantage. Just like other classes are compared to engineers in BF3 if you insist on that example.



I've never debated the resource issue, as how limiting it will be is an unknown at this time. You can say it will be extremely limiting all you want, but only time will tell.

Ok so your logic is that, instead of tweaking ressources to solve the "disposable vehicle problem" wich would take all in all 5 minutes, you propose something else that could take weeks or months to properly develop for no gain...? :doh:

But this thread has died off and deserves to be laid to rest. I would however, love to hear about these blatant assumptions I've apparently made. As far as I know, anything close to one I've either backed up with fact or pointed out that it was merely speculation on my part.


In your OP you made the assumption that disposable vehicles are a problem, when it has been stated multiple times by the devs that the ressource system is there to specifically PREVENT such abuse, with cooldown timers to boot. There's also the assumption that switching from infantry to vehicles is another problem or another implied one where you consider the "pilot class" to properly fit in with the 6 other distinct classes by giving it most of the others' signature abilities (med tools, eng tools and heck, how about hacking so he can drive the vehicle he just stole?).
Facts? Where? Speculation? Wether your pilot wears a pink hat and dual weilds bagpipes is utterly irrelevant if the premise to your proposal is innacurate or just bloody wrong.


And finally:


Ohh, moving on to trying to insult my manhood. Cute


No, not your manhood, i meant your adulthood. Because when you reach the age to vote, people have a right to expect that person to handle civil criticism in a mature way rather than gtfo you stupid troll

I'm an idealist, so sue me. And hoping this statement manages to reach you, far-gone as you are in the depths of lala-land, I havn't yet insulted you. Because yeah, you are trying to design the game from your "armchair" and so far I've clearly had reason to doubt your maturity so the "take it like a man" still stands.

Blackwolf
2012-07-17, 07:57 PM
Then the discussion is over then, because your "non-armchair-game-designer" idea is stupid. In case you failed to read again, no it's not viable, it's stupid, it's also redundant and stupid. Get it?




1-) Where did I say it was doom and gloom? Reading comprehension fail.
2-) How does it make your idea any less retarded wether you think it "needs" to be added or just suggesting for discussion? Logic fail.





So basically you're elaborating solutions when your premise is wrong... See this is how pointless your idea is. Most, if not all, gameplay videos were from E3 where they deliberately amped up the ressources so everyone could try out vehicles in a 15min game session. And flying in anything other than engineer+flares or LA+repair will severely gimp your aircraft.

So wait, what's the point of a pilot class? None whatsoever.

"This, ladies and gentlemen, is a class 4 troll. Note that by destroying the forward left leg, you cut it's combat efficiency down by a mere 20%. However, by shooting directly at the eye cavity, here, you can instantaneously kill the beast."

Bravix presented an idea. Whether or not you like it is your choice, whether or not you think it's stupid is your opinion. Talk about immature, the only reason your barking so loud is because a couple of others said the same thing and you're going all out gangstah style. Keep it to yourself in the future kid.

Personally, I like the shell shock idea. Would be easy to code I think, a simple "vehicle taken damage within X seconds causes Y reaction" line or whatever.

Restriction to light assault/engineering would be alright, especially since this prevents retaliation from rocket launchers. However this also forces people to cert into LA or Engineering just to use a vehicle. If a pilot class were to be discussed, I think that the class should focus on vehicles and include a reduction in resource cost (for the vehicle) rather then forcing everyone who has a vehicle cert to using the pilot class to use it. Basically make the pilot class optional, possibly even just a suit that can include lighter weaponry. Trade heavier weaponry and special attributes (jet pack or glue gun) for cheaper vehicles. I'd use it.

Shell shock is my favorite idea so far though.

roguy
2012-07-17, 09:49 PM
Talk about immature, the only reason your barking so loud is because a couple of others said the same thing and you're going all out gangstah style. Keep it to yourself in the future kid.


So I take it that you're with the cool hipstah bunch then? :rolleyes:

Fine, keep on with the personal attacks and insults and remain in that alternate dimension of yours where you still think that there's a problem to solve in the first place.

Balancing suggestions in a game you've never played, yes I'm sure this thread will go faaar. :doh:

Also, since you quoted this bit in your post:


So basically you're elaborating solutions when your premise is wrong... See this is how pointless your idea is. Most, if not all, gameplay videos were from E3 where they deliberately amped up the ressources so everyone could try out vehicles in a 15min game session. And flying in anything other than engineer+flares or LA+repair will severely gimp your aircraft.

So wait, what's the point of a pilot class? None whatsoever.

Would you mind addressing it? Or does that go against the koolaid that you're drinking? Since in the adult world conversations don't revolve around insults and broad accusations of trolling in order to dodge difficult arguments.

Sledgecrushr
2012-07-17, 10:44 PM
The idea of a pilot class is just an excuse to nerf people who are piloting vehicles. I really dont think its necessary to do that and imho the game just wouldnt be as fun if you had to bail out of your damaged vehicle and all you had was a flightsuit and a pistol.