View Full Version : Developers are gonna repeat PS1 mistakes again?
I'm talking about this:
As part of the improvements, we would like to add in unique abilities per faction:
TR: Lockdown
WTF? Seriously? It took them 5 years to realize what lockdown in PS1 was bad. And now they're bringing it back? What's the use of this? I mean, really... let's imagine what lockdown is so OP it instantly kills enemies a hundred meters away, even then, i can't find a single f*cking spot in the game where i think this ability will be semi-usefull. Come on, at least PS1 got long corridors and indoor fights... The second you use this shit, you're dead! Come on, PS2 developers, are you really THAT stupid?
Figment
2013-02-18, 08:49 AM
Rhetoric thread is rhetoric and makes puppies sad. :(
MaxDamage
2013-02-18, 08:55 AM
Lockdown is beast.
Required smarts to use.
Think of the applications for AV and AA.
Then start talking.
METALZ WILL BURN!
Our AI is fine.. and being able to lock down, when we're at a sweet spot just beyond full charge range, means a much greater chance of taking down an NC MAX. BRING YOUR SHIELDS.
I LONG FOR THE LOCKDOWN.
I YEARN FOR IT.
bpostal
2013-02-18, 08:57 AM
lockdown was awesome for bursters, as long as you were facing the right way from the get go. Also for static defensive positions.
I personally can't wait to see it added.
NewSith
2013-02-18, 08:59 AM
My ideas on the thing from the roadmap discussion:
I think this is how it can go:
TR: Weapon Boost
Two modes
Overdrive (or whatever it was called in later PS1) - keeps your mobility, but you only get 1,5 RoF increase. Moving makes your CoF go wild
Lockdown - You can no longer move but have your weapons fire 2 times faster
NC: Shield - is fine, it was the most balanced in PS1 of the three abilities.
Two modes
Absorbing Shield - pretty much like HA Shield, allows you to fire, damage taken makes the charge bar go down while active.
Deaf Shield - Does not lose any charge while absorbing damage, but does not allow the operator to use his own weapons.
VS: Jumpacks (Leappacks). NOT jetpacks. So the point is - you press the ability button and you make a jump with pre-defined trajectory, same way you do when you step onto a jumppad. You can only slightly affect your trajectory. CoF is very wide during the air time.
Two modes
Forward Leap Pack - Makes you do a jump mainly forward, rather than up. Making a forward leap into a wall damages the MAX.
Height Leap Pack - Makes you do a jump mainly up, rather than forward. Making a Height Leap into ceiling damages the MAX.
As a matter of fact, lockdown is a nice ability, it'll be of great use to Dual-Burster MAXes.
Figment
2013-02-18, 09:00 AM
If one side gets lockdown dual burster MAXes...
You realise that's a huge AA advantage because killing speed is far more important against aircraft than surviving for a longer time or even jumpjet (which is only useful for maintaining line of sight with lock on weapons really as CoF would probably become too large)?
I'm not sure what they're planning for the VS if they're not going with the jumpjets. The MAXes in Welkin could transform into a sort of vehicle btw. Can't see that happen for VS. I could however, see them have an overcharge energy build up for an initial more devastating alpha strike (think PS1 Spiker): charge up consuming the entire ammo clip and having a limited "hold" period before it automatically has to be fired.
NewSith
2013-02-18, 09:04 AM
If one side gets lockdown dual burster MAXes...
You realise that's a huge AA advantage?
You forgot Striker...
Figment
2013-02-18, 09:06 AM
You forgot Striker...
I'm not speaking of PS1 context. We all have lock on missiles now.
Do miss the ol' Phoenix. :(
bpostal
2013-02-18, 09:07 AM
You forgot Striker...
From the amount of QQ about the Annie, I'm starting to wonder if we'll get the Striker at all. I mean, it pretty much is the Annie but has a 5 rd magazine and you don't have to lockon to fire it.
People would explode. Literately explode.
Figment
2013-02-18, 09:16 AM
People would explode. Literately explode.
Did someone mention... explosions!?
http://stream1.gifsoup.com/view/93241/michael-bay-o.gif
http://4.bp.blogspot.com/-XBT8Zj0Yq74/Te4Y1hvhmXI/AAAAAAAAAr8/yNi2jfzTXm0/s1600/RTEmagicC_explosion1_jpg.jpg
AThreatToYou
2013-02-18, 12:07 PM
How much did you play PS1 Pounder MAX? It was basically the most useful AV MAX in the entire game, nigh! It was overpowered after they added overdrive to it.
Graywolves
2013-02-18, 12:24 PM
Problem with Lockdown in PS1 was that it fixed your location to be deci'd and the other MAXs had abilities that provided them movement beyond you. The NC could put a shield up and keep pressing, the VS jumped over your head.
Lockdown had a purpose that it did well, just wasn't balanced well. Even after overdrive it still offered less utility than the others in a fight.
With PS2s TTK. I would love a Lockdown Mercy or Onslaught MAX to do enough damage in a second to kill a shielded heavy twice.
It would certainly be a huge trade off to the charge though, as that has saved me in a MAX too many times.
Lockdown on Burster would be a pretty scary though.
Hamma
2013-02-18, 10:38 PM
I don't see lock down MAX's as a mistake. I see BFR's as a mistake. :p
Sifer2
2013-02-18, 10:47 PM
The problem is that this isn't PS1, and the MAX has no durability against small arms fire. You lockdown now, and your an easy target than even just two Heavies firing on you with LMG can kill easily. Seriously they don't even need Decimators. Though if they used them you would be twice as ****ed.
Where as shielded ScatMAX? The devs lost their minds. It already completely dominates indoor combat able to one shot 4 or 5 guys between reloads. Now lets give it a shield so it can just further dominate. Though if it's not allowed to fire while shielded it at least wont be completely broken. Still will be good for surviving grenade spam with ease just removing one of the few tactics you can use to try to get past a ScatMAX camp.
Hamma
2013-02-18, 10:49 PM
Yea with the locational damage you could mow down lock down MAX's in seconds just shooting their heads.
Sifer2
2013-02-18, 11:06 PM
Yea with the locational damage you could mow down lock down MAX's in seconds just shooting their heads.
lol I wasn't even thinking of that. Two Heavies emptying LMG/Shotty is enough but if they aim for the nice stationary head even easier. Almost the only way I can see Lockdown working would be if it created energy shields on the front of the MAX similar to those on Engineers Mana turret. That still leaves you incredibly vulnerable to rockets but would put it about on par with the PS1 version.
Figment
2013-02-19, 04:50 AM
MAXes move so slow they might as well stand still as is though. I always aim for the head as is (or C4 at their feet as is) so I don't see that as an issue.
You should be more concerned with the flanking that can be done in PS2.
ShadetheDruid
2013-02-19, 05:10 AM
Funny thing is everyone was saying the same thing about anchored mode Prowlers before the patch (that it makes you a sitting duck), and look where we are now. :p All depends on how they have it set up/what bonuses it gives, plus situational usage of the ability.
I could see a lockdown TR MAX being as deadly in a chokepoint as a scat MAX if they do it decently.
I dont think lock down was ever a bad idea, infact as an VS ground pounder, I hated running around a corner and BOOM!!! there is a TR max locked down and a pile of bodies infront of it, with mine waiting to join them.
Ok for those guys who want to know when to lock down.
In a court yard, in front of the base entrance, this would not be a good spot, infact you doing it wrong.
Inside a structure, say at the back door of a tech plant (PS2 varient), this would work better. Or at the capture point at the amp station. I think with all the imaginative players who play PS2 they will find perfect spots for the Lock down tool of the TR max, I mean for gods sake they got a sundy up the steps at a tech plant, next to the capture point.
My question is what will be the VS max ability if they dont want to give them jump jets ?:groovy:
I dont think lock down was ever a bad idea, infact as an VS ground pounder, I hated running around a corner and BOOM!!! there is a TR max locked down and a pile of bodies infront of it, with mine waiting to join them.
Ok for those guys who want to know when to lock down.
In a court yard, in front of the base entrance, this would not be a good spot, infact you doing it wrong.
Inside a structure, say at the back door of a tech plant (PS2 varient), this would work better. Or at the capture point at the amp station. I think with all the imaginative players who play PS2 they will find perfect spots for the Lock down tool of the TR max, I mean for gods sake they got a sundy up the steps at a tech plant, next to the capture point.
My question is what will be the VS max ability if they dont want to give them jump jets ?:groovy:
If you lock down by the techplant backdoor, you'll eat a dozen of grenades and be dead in a few seconds. Same as Amp station control point. There are absolutely no spots in the game, where you can lock down and live for at least a minute.
Canaris
2013-02-22, 03:46 AM
you know I wouldn't worry so much about lockdown if it wasn't for Light Assault troops and those packages they carry.....
Pin the tail on the TR donkey, only the donkey is a MAX and the tail is some high explosive c4
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