View Full Version : March - Max Balance [TR Getting Shafted]
Pella
2013-02-22, 10:36 AM
TR i call on you to say no to this. Honestly this will ruin the TR Max.
PS1 TR maxes, Where terrible. I favour mobility, than being a sitting duck for LA with C4, Or sniping HA with there AV's. Honestly if you have any pride in TR say no to it.
Camping the top of the stairs, Or Locking down outside will almost certainly result in humiliating deaths.
Up vote my comment (http://forums.station.sony.com/ps2/index.php?threads/march-class-revamp-max.83015/page-23#post-1282902). To take it to the top. So least we have a chance for the devs to reconsider.
We'd like to improve and polish the MAX class.
As part of the improvements, we would like to add in unique abilities per faction:
TR: Lockdown
At the expense of losing mobility, the TR max can shift into an alternate fire mode that buffs offensive and/or defensive capabilities.
NC: Shielding
Create a personal shield for the MAX
VS: TBD
We’re still mulling over a cool ability for the VS MAX, though I’m told we won’t be letting them fly ala the original Planetside. Let us know if you have ideas.
We also intend on adding indirect fire/grenade launcher options for the MAX
ChipMHazard
2013-02-22, 10:43 AM
Shielded Scattermaxes inside biolabs... Excuse me, I think I just soiled myself:scared:
Can't say I'm surprised about the TR MAX getting lockdown, we knew it was coming in some form or another. I do seem to remember it possibly being a universal ability.
I am rather certain that an immobile MAX is going to be a very, very dead MAX.
Pella
2013-02-22, 10:47 AM
Shielded Scattermaxes inside biolabs... Excuse me, I think I just soiled myself:scared:
Can't say I'm surprised about the TR MAX getting lockdown, we knew it was coming in some form or another. I do seem to remember it possibly being a universal ability.
I am rather certain that an immobile MAX is going to be a very, very dead MAX.
Let the TR side of you up vote my comment :p
bpostal
2013-02-22, 10:50 AM
I can't support this, I appreciate that lockdown may not be as universally useful as a shield or (potentially) giving the VS our Pounder, I view it as a valuable and useful defensive mechanism.
Overdrive, without that stupid ass red glow, would add firepower and mobility. Especially if they throw us a bone and make overdrive reload quickly.
It may be the glasses I'm wearing, with their rose tint to them, but I recall a line of locked down MAXes with multiple dedicated glue guns, coupled with some adv medics being quite powerful.
Just think of the bursters!
MrBloodworth
2013-02-22, 10:50 AM
Lock down on a TR max will be useless without Player collision.
Pella
2013-02-22, 10:57 AM
I can't support this, I appreciate that lockdown may not be as universally useful as a shield or (potentially) giving the VS our Pounder, I view it as a valuable and useful defensive mechanism.
Overdrive, without that stupid ass red glow, would add firepower and mobility. Especially if they throw us a bone and make overdrive reload quickly.
It may be the glasses I'm wearing, with their rose tint to them, but I recall a line of locked down MAXes with multiple dedicated glue guns, coupled with some adv medics being quite powerful.
Just think of the bursters!
Since when does being locked down to a static position make you Mobile?
And No in PS1. Walls of Locked down maxes where useless. And where easy kills.
Thunderhawk
2013-02-22, 10:58 AM
Again the VS get shafted........ luckily I dont get into a max anyway except for AA duties so I aint at all bothered by what they do to the Max class.
And why can we not fly ? - It was a huge advantage in PS1 because of BASE walls and getting into the courtyard or trying to get into an entry door in a base on 1st level of an Amp Station / Biolab / Techplant etc....
In PS2 the bases are totally different, i dont see why a jetpack on a MAX is going to be a game breaker.
It hardly "broke" PS1
ChipMHazard
2013-02-22, 10:58 AM
Just think of the bursters!
Good point, those will certainly be able to fully utilize lockdown, depending on what kind of buffs it ends up giving the MAX.
MrBloodworth
2013-02-22, 10:59 AM
And No in PS1. Walls of Locked down maxes where useless. And where easy kills.
You are wrong. You may have killed a few, but you did not get in.
Hamma
2013-02-22, 10:59 AM
I honestly see no need for max special abilities at all. If they do have them they should be the same across the board.
Pella
2013-02-22, 10:59 AM
You are wrong.
Explain why. And i will counter.
Proceed.
ChipMHazard
2013-02-22, 11:01 AM
I honestly see no need for max special abilities at all. If they do have them they should be the same across the board.
I would agree and that was also what they were hinting at when we first heard about them, if I remember correctly.
Thunderhawk
2013-02-22, 11:02 AM
I honestly see no need for max special abilities at all. If they do have them they should be the same across the board.
TBH it's been 2.5 months since release and I dont see the thousands of players playing screaming "We need Empire specific Max abilities"
So I +1 your point, just do away with changes that aren't even needed.
SturmovikDrakon
2013-02-22, 11:04 AM
I honestly see no need for max special abilities at all. If they do have them they should be the same across the board.
B-b-but asymmetrical balance!
Pella
2013-02-22, 11:06 AM
You are wrong. You may have killed a few, but you did not get in.
Get in where?
I presume your talking about PS1. And the most common place for a locked down Maxes where on the top of the bottom of the stairs in towers.
Now. If a squad bailed on the Roof and pushed down. That Wall of Maxes was useless.
Now flip that over to PS2. Where there are hardly any corridors. And Loads of cover. Popping out and slamming x2 Rockets into a locked down max will be a breeze.
Engineer Turrets. A good example why no one uses them.
Blynd
2013-02-22, 11:06 AM
I honestly see no need for max special abilities at all. If they do have them they should be the same across the board.
I agree hammer but I'd add that they should make them a cert ability and so its up to the indevidual what they use
MrBloodworth
2013-02-22, 11:07 AM
I presume your talking about PS1. And the most common place for a locked down Maxes where at the bottom of the stairs.
You are wrong again.
Walls were at the top of stairs, with engis and replacement maxes behind them.
As for the topic, I enjoy specials that create real differences in the factions equipment. But with the combination of no player collision, Light arms able to chew down a max so fast and open Death match base designs, it will be useless.
Tatwi
2013-02-22, 11:08 AM
Lock-down: awesome, more time looking at the deployment screen.
In a game where standing still translates into certain death, in a game where infantry (let alone vehicles) can chew down a MAX in a matter of a few seconds, how does it make any sense to make a "stand still" ability? Will the MAX be invulnerable while locked down? That would be the only way to make it anything other than a free kill.
I "get" the theme of the TR having "seige tanks" like the Star Craft Terrains, but please don't put things in the game that simply won't be useful. The TR AV MAX weapon is bad enough (though it's not as bad as when it fired neutron star shards in Beta). Dual cycler isn't any better than the VS one and is way worse than NC scatmax. All bursters are the same. Apart from cool visuals, TR MAXes don't have much going for them really.
I agree with Pella, we should push for something more functional and useful.
Pella
2013-02-22, 11:09 AM
You are wrong again.
Walls were at the top of stairs, with engis and replacement maxes behind them.
As for the topic, i enjoy specials that create real differences in the factions equipment.
Yes i meant the top of the bottom stairs.
EVILPIG
2013-02-22, 11:12 AM
If you prefer mobility, then use the Charge ability. I certainly will continue to use it over a shield.
bpostal
2013-02-22, 11:13 AM
Since when does being locked down to a static position make you Mobile?
And No in PS1. Walls of Locked down maxes where useless. And where easy kills.
The imaginative addition of the Overdrive ability would add mobility.
A locked down MAX with no support will get deci'd in the face. Add an Engy, a Medic and perhaps a LA to chase/harass any corner humping, rocket shooting fools and you've got quite a position.
Lockdown is very situational and it's use is entirely dependent on the situational awareness of the player and whatever support can be provided.
As has been pointed out, however, the crutch of my argument does rely on player collision, and the line of locked down MAXes is rather vulnerable against drifter LA + C4 but I still view the ability overall as a positive.
SturmovikDrakon
2013-02-22, 11:14 AM
If the deployment/mobilizing is instant and it buffs your health, I wouldn't mind it
PredatorFour
2013-02-22, 11:14 AM
Sneakily hid, faster rof dual burster lockdown eh ? Interesting....
I'd like the VS max ability to have 'magnetic boots' so they can clamp onto mags/scythes/sundies and fire at enemies!
ShadetheDruid
2013-02-22, 11:17 AM
Like I said the last time this came up, people complained about anchored mode for the Prowler (using the exact same words, no less).. and look where we are now, anchor mode Prowlers are king, and all the talk of it being useless has mostly disappeared.
Also, I don't think it's about this sort of thing being "needed", it's about adding more options to the game. More options are good. Especially empire specific stuff. I guess I think differently than a lot of people on this, but I think "less NS, more ES" is the way to go with the game.
Pella
2013-02-22, 11:20 AM
The imaginative addition of the Overdrive ability would add mobility.
A locked down MAX with no support will get deci'd in the face. Add an Engy, a Medic and perhaps a LA to chase/harass any corner humping, rocket shooting fools and you've got quite a position.
Lockdown is very situational and it's use is entirely dependent on the situational awareness of the player and whatever support can be provided.
As has been pointed out, however, the crutch of my argument does rely on player collision, and the line of locked down MAXes is rather vulnerable against drifter LA + C4 but I still view the ability overall as a positive.
Thats one way to talk out of your arse i agree. Honestly your not making any sense.
MrBloodworth
2013-02-22, 11:20 AM
Lockdown is very situational and it's use is entirely dependent on the situational awareness of the player and whatever support can be provided.
Personally I think this should be the rule for any ability added.
Also, I have no idea why people think there will only be one ability added, and it needs utility in all situations. With the addition of even just one ability, the total available becomes two.
This is likely just the first batch of abilities to be added.
Thats one way to talk out of your arse i agree. Honestly your not making any sense.
He said nothing incorrect.
Like I said the last time this came up, people complained about anchored mode for the Prowler (using the exact same words, no less).. and look where we are now, anchor mode Prowlers are king, and all the talk of it being useless has mostly disappeared.
A locked down prowler( that has collision by the way : ) ) , is used completely different then a locked down max would be. Its not the same. One is for offense, the other for defense.
bpostal
2013-02-22, 11:22 AM
That's one way to talk out of your arse i agree. Honestly your not making any sense.
Uh huh. Do you want to debate a specific point exactly or are we just going to stand here all day throwing insults at each other getting exactly fuck all accomplished?
Now which part of my statement do you want me to clarify?
Canaris
2013-02-22, 11:26 AM
if it's a choice between lockdown and the "clean pair of heels" ability we have now I'll keep my running shoes thanks,
also agree with Hamma, do we need them? I know a lot of us always ask for stuff from PS1 to be added but there's als plenty from PS1 we don't want again ;)
MrBloodworth
2013-02-22, 11:28 AM
if it's a choice between lockdown and the "clean pair of heels" ability we have now I'll keep my running shoes thanks,
also agree with Hamma, do we need them? I know a lot of us always ask for stuff from PS1 to be added but there's aslo plenty from PS1 we don't want again ;)
I would enjoy choices in factional special abilities, yes. Again, this won't be the only options. You can always not pick it up. That's the best part of choice.
Chowley
2013-02-22, 11:31 AM
Oh great how imaginative of them another shield for NC. I know they are trying to stick to a theme here, but its just so dull. I would prefer the other tanks abilities. Same for TR max although it might not be to some peoples liking.
They are looking for a cool ability for the VS - again.
Give it a bloody huge riot shield if they really want to stick to the tanky theme. Its a bit different, possibly a bit silly, but at least its not a dull energy shield.
MrBloodworth
2013-02-22, 11:31 AM
Give it a bloody huge riot shield
That would be cool.
bpostal
2013-02-22, 11:31 AM
I would enjoy choices in factional special abilities, yes. Again, this won't be the only options. You can always not pick it up. That's the best part of choice.
Exactly, the charge ability is useful for crossing danger zones quickly as well as removing a burster from the line of fire of a lib or Reaver. In other situations it's about worthless.
I agree, situational abilities lend themselves to the 'sidegrade' philosophy rather than being viewed as a straight upgrade.
Sometimes I take anchor mode for my Prowler, other times I take IR smoke. Same thing with lockdown for the MAX.
MrBloodworth
2013-02-22, 11:32 AM
How about we make a list of abilities that would be cool situational stuff?
Instead of making threads calling the developers stupid.
Pella
2013-02-22, 11:37 AM
Uh huh. Do you want to debate a specific point exactly or are we just going to stand here all day throwing insults at each other getting exactly fuck all accomplished?
Now which part of my statement do you want me to clarify?
Let me explain this for you.
Engineer AI turret. Massive DPS and High RoF. Comparable to a TR Max. Now if we used your proposed scenario of.
x2 Engineers / 1 Fireing 1 Repairing
x1 Medic
x1 Hero LA.
How come we don't see this set up in planetside 2? In bases, Or towers?
Because its straight up useless. What ever way you look at it. Or what ever scenario you put it in.
Dodgy Commando
2013-02-22, 11:38 AM
Provided its a sidegrade, why not?
Lockdown is situational, but by no means was it useless in PS1.
I do share your fears in PS2's gameplay though, but I still believe it could prove handy. It'll just be a lot more situational than before.
As an optional ability, at least you can have it handy for when you know you are likely to benefit from it.
-e-
We don't know how the actual implementation of Lockdown would turn out. Maybe it can add a small buff to resistance to compensate for the low TTK combined to being immobile for example.
Graywolves
2013-02-22, 11:40 AM
If Lockdown gives my Mercy anywhere close to 4k dps then I might use it occasionally.
Charge has saved me too many times to stop using it all together though. And MAXs are just too slow without it.
-edit- But for the love of everything don't give the instant kill machines a shield....
bpostal
2013-02-22, 11:48 AM
Let me explain this for you.
Engineer AI turret. Massive DPS and High RoF. Comparable to a TR Max. Now if we used your proposed scenario of.
x2 Engineers / 1 Firing 1 Repairing
x1 Medic
x1 Hero LA.
How come we don't see this set up in planetside 2? In bases, Or towers?
Because its straight up useless.
Because an engineer who puts up an AI turret without some kind of support is just begging to get sniped in the face.
As to my proposed setup, is it perfect? No. Could you suggest a better one? Without a doubt, if you were of the mind to.
My point with that scenario being that you need at least one engy for rep, one medic for the inevitable death or two and at least one or two highly mobile harassing units to ensure the locked down MAX isn't picked off by a corner humping HA.
Can you honestly not see a scenario or think of any terrain where lockdown would be beneficial? Top level of the tech plant where the SCU shield gen used to be, middle floor of a tower guarding the entrance from the vbay, side of a hill with dual bursters, SCU room of an Amp station, Vertical/Horizontal Shield Gen rooms, the all important lynchpin of biolabs: The SCU Shield gen building. Use the imagination and knowledge of tactics that I KNOW you have and apply it.
I've already conceded that lockdown isn't as universally viable as an overshield with dual hacksaws but to say it's worthless is quite a leap.
ChipMHazard
2013-02-22, 11:49 AM
I do share your fears in PS2's gameplay though, but I still believe it could prove handy. It'll just be a lot more situational than before.
As an optional ability, at least you can have it handy for when you know you are likely to benefit from it.
Aye it most certainly could. So far my view on lockdown abilities in PS2 is that they are there to make use of a certain situation like the Prowler being able to decimate enemies as long as it's not in any pressing danger. I can certainly see TR MAXs' being able to defend an area far more effectively than before, as long as there are enough units there to support them.
But that's when I think, well how much different is that really from what you would be able to do withouth the lockdown ability. An MBT would be able to bombard an area effectively as long as there aren't any threats to it and MAXs' would be able to defend an area effectively as long as there are engineers there to support them.
Personally I see the lockdown abilities as being designed to take advantage of a preexisting situation and not to actually create a new situation, if that makes any sense:p
Pella
2013-02-22, 11:52 AM
Because an engineer who puts up an AI turret without some kind of support is just begging to get sniped in the face.
As to my proposed setup, is it perfect? No. Could you suggest a better one? Without a doubt, if you were of the mind to.
My point with that scenario being that you need at least one engy for rep, one medic for the inevitable death or two and at least one or two highly mobile harassing units to ensure the locked down MAX isn't picked off by a corner humping HA.
Can you honestly not see a scenario or think of any terrain where lockdown would be beneficial? Top level of the tech plant where the SCU shield gen used to be, middle floor of a tower guarding the entrance from the vbay, side of a hill with dual bursters, SCU room of an Amp station, Vertical/Horizontal Shield Gen rooms. Use the imagination and knowledge of tactics that I KNOW you have and apply it.
I've already conceded that lockdown isn't as universally viable as an overshield with dual hacksaws but to say it's worthless is quite a leap.
I can see where your coming from now. Yes i agree to a certain degree. But its simply not worth the cert points. Compared to a shield which can be a life saver, And even further cause damage.
Assist
2013-02-22, 11:57 AM
I honestly see no need for max special abilities at all. If they do have them they should be the same across the board.
If they're going to add them may as well make them unique IMO. I don't see a need for new MAX abilities though. They're good enough, very situational, and there's more pressing needs that those developers should work on.
No idea what they should do for the VS. I think the NC Max should get the warden bubble from DAoC, negates 1 hit - 10s cooldown. Don't give it the same boring HA shield. If you're going to put time and effort into revamping a class may as well make it interesting.
TR - Berserk mode! 50% more dmg done, 75% more dmg taken.
NC - 'Blade'turn - Passive, Ignores 1 damaging hit, 10s cooldown.
VS - Reflect - 50% of damage taken dealt to attacker. 8s duration, 40s cooldown (or not, no idea!)
Probably not fair, probably unbalanced - whatever, it's all I got! Like I said, I'd prefer they use their development team to work on other things.
bpostal
2013-02-22, 12:04 PM
I can see where your coming from now. Yes i agree to a certain degree. But its simply not worth the cert points. Compared to a shield which can be a life saver, And even further cause damage.
In that sense, yes. Biolabs will be a right pain in the ass and there WILL be people complaining about that (the hypocrite that I am, I'll probably be one of them). We all know a ScatMax push with those shields means only one thing: Lay CE and run like hell before you get instagibbed and yes, in that sense we ARE getting shafted.
Personally I'd love to see your suggestion with higher ROF and larger magazines implemented alongside lockdown. Perhaps with a movement/explosive resistance buff for a few seconds after activation.
Pella
2013-02-22, 12:14 PM
In that sense, yes. Biolabs will be a right pain in the ass and there WILL be people complaining about that (the hypocrite that I am, I'll probably be one of them). We all know a ScatMax push with those shields means only one thing: Lay CE and run like hell before you get instagibbed and yes, in that sense we ARE getting shafted.
Personally I'd love to see your suggestion with higher ROF and larger magazines implemented alongside lockdown. Perhaps with a movement/explosive resistance buff for a few seconds after activation.
If they are going to add a lock down ability. It needs a +Explosion Resist. Small arms fire is fine. But the sheer amount of grenades, and AV rockets coming at you will be uncontrollable.
I would prefer. +Clip size 50% while active with a faster reload. RoF can stay the same.
Last for 10 Seconds. And what ever cooldown. But this will enable you to still be mobile. And keep down fire to suppress the enemy. Or lead the charge without dieing because your reloading.
Something along those lines.
Ghodere
2013-02-22, 12:22 PM
Let me explain this for you.
Engineer AI turret. Massive DPS and High RoF. Comparable to a TR Max. Now if we used your proposed scenario of.
x2 Engineers / 1 Fireing 1 Repairing
x1 Medic
x1 Hero LA.
How come we don't see this set up in planetside 2? In bases, Or towers?
Because its straight up useless. What ever way you look at it. Or what ever scenario you put it in.
Engineer AI turret does not have massive DPS. If it were a Kobalt, we'd probably see a lot more use out of it; it's useless because of the combination of not being a more capable gun than a carbine and making you a sitting duck. There are ways to provide enough benefit to outweigh the downsides.
JesNC
2013-02-22, 12:38 PM
How about adding lockdown as a common pool ability while changing the TR specific ability to overdrive?
HereticusXZ
2013-02-22, 12:40 PM
Never played PS1 but I honestly don't care about PS1, this is PS2 so different mechanics apply. The Prowler tank has been just fine with Lock-Down (Anchor Mode), never mind if it can't move its DPS carries it in a fight just fine, a competent tanker knows how to un-deploy and move if he's in danger.
I don't see it being any different with a MAX, in a Bio-Lab fight it's a pain in the rear to get into that SCU Shield Generator room when the enemy is entrenched at the top of the stairs with turrets, same with Tower fights trying to fight through the stairs. Turrets weakness is that you can shoot the gunner off the turret, can't shoot the MAX guy out of his MAX.
For your average MAX player it may be a hindrance without Kinetic or Flak armor to make him more tanky when hes locked-down but that's what we have Engineers and Medics for "Oh no, we're being flanked!" takes just a second to un-deploy and move yourself. If you're lone wolfing as a MAX without support then yeah, your going to die, MAX ability or not you will die when your unsupported as a MAX, that's part of the game.
My entire point is that No, Lock-Down will not be bad or a hindrance for the Terran Republic, more MAX abilities or faction specific abilities will not be bad for any faction, even shielded hacksaw MAX as annoying as that may be, will not be a bad thing, makes the battlefield a little more dynamic.
I say let MAX have more options in abilities or weapons, more options isn't bad, No one is holding a gun to your head and saying "USE THIS ABILITY ONLY!" Don't want to use Lock-Down? That's fine cert into Charge if that caters to your play style. I for one look forward to maxing out my kinetic armor, extended magazines on my Mercies and lock-down at a infantry bottleneck and farming some easy kills off the pubs, or Lock-down with the pounders on some high ground to rip into some tanks, or Lock-down on a landing platform with some bursters keeping the ESF ace's away from my territory with my outfit to back me up as engineers or medics if need be.
Worst thing that can happen is a Light Assault flanks me with some C4, it happens, welcome to Planetside2 where everything can be countered.
MrBloodworth
2013-02-22, 12:43 PM
Let me explain this for you.
Engineer AI turret. Massive DPS and High RoF. Comparable to a TR Max. Now if we used your proposed scenario of.
x2 Engineers / 1 Fireing 1 Repairing
x1 Medic
x1 Hero LA.
How come we don't see this set up in planetside 2? In bases, Or towers?
Because its straight up useless. What ever way you look at it. Or what ever scenario you put it in.
Decided to be wrong again I see.
A Turret != A Max.
Maxes cant be head shoted, nor can the driver be removed from he max. Grenades exploding next to an engineer using a turret will kill the engineer and not the Turret.
Going back to the topic: Random off the cuff abilities that could be added, not faction sorted.
Riot shield ( In hand )
+ Damage shield ( like Ha or NC )
Push back blast ( Moves all non maxes back from user )
Repair hand ( Vec only )
Revive/Health hand
EMP blast
Area radar
No guns, pure melee
Stealth
I'm sure we can come up with more. No bad ideas in brain storming!
Koadster
2013-02-22, 12:59 PM
That would be cool.
Maggie said in FNO EP21 that they have played around with Riot Shields for maxes but since we havent heard anything since I guess they ditched it but imagine a TR max crash of these
http://images.dakkadakka.com/gallery/2011/6/27/240197-BR_Oldhelm_1.jpg
I would love a new cert for maxes 'Terminator Armour'
http://images3.wikia.nocookie.net/__cb20111215003608/warhammer40k/images/8/80/BA_Terminator_trophy.jpg
MrBloodworth
2013-02-22, 01:03 PM
Hell, he could toss it out in-front of them too. Instead of hold.
Pella
2013-02-22, 01:05 PM
Decided to be wrong again I see.
A Turret != A Max.
Maxes cant be head shoted, nor can the driver be removed from he max. Grenades exploding next to an engineer using a turret will kill the engineer and not the Turret.
Locked down MaX. = Static Target.
A Turret = Static Target.
Maxes cant be head shoted
Last time i checked they can.
Your arguments don't wash with me. I suggest reading the Wiki or perhaps play the game to get a better understanding, Instead of picking arguments with me all the time.
Jog on.
MrBloodworth
2013-02-22, 01:09 PM
Locked down MaX. = Static Target.
That's where it ends. There were no head shots in PS1. But your right that maxes in this game can be head shoted, that still does not remove them from the max unit, witch was my point, as well as other had pointed out.
Most of your posts on subjects are hyperbolic and with incorrect info, especially when it comes to the original game. This makes it incredibly hard to be compelled to discuss things with you.
Bottom line, you are biased against the lock-down ability from post one, incorrect in its usage in practice hence why you feel its "Useless".
Its not, nor was it. Nor does it need to be in the second incarnation, its a situational utility, just as any ability addition should be. I'm also not under the impression that it will be the only choice.
No ability added to a max should be effective in all situations. If you argue from this position, you have already lost.
Pella
2013-02-22, 01:11 PM
That's where it ends.
Static
pertaining to or characterized by a fixed or stationary condition.
Want it in spanish?
MrBloodworth
2013-02-22, 01:17 PM
Static
pertaining to or characterized by a fixed or stationary condition.
Want it in spanish?
I have no idea what you are on about.
Redshift
2013-02-22, 01:22 PM
Add an Engy, a Medic and perhaps a LA to chase/harass any corner humping, rocket shooting fools and you've got quite a position.
4 TR to hold off 1 HA?
Where as the NC can just stand behind the corner in a splatterMAX with inpunity?
Redshift
2013-02-22, 01:31 PM
My entire point is that No, Lock-Down will not be bad or a hindrance for the Terran Republic,
In PS1 they had to balance the increased DPS of lockdown with the other MAXes that couldn't do it.
If you make the unlocked MAX the baseline and balance that with the other MAXes you'll find that the lockdown MAX does insane damage, in certain places this means almost invincible MAXes.
What that meant is that TR MAXes were balanced against other MAXes whilst lockeddown, meaning they were useless unless locked down, it wasn't a benefit it was a punishment, they could only compete when locked down.
It's never been and will never be possible to balance something that has two vastly different DPS modes, one either needs to be underpowered or one needs to be overpowered.
Rolfski
2013-02-22, 01:36 PM
Tbh, I don't understand any of these abilities that make TR less TR, like siege mode on the Prowler or lock down on the Max.
TR are mobile bullet hoses, special abilities should magnify these characteristics.
Pella
2013-02-22, 01:39 PM
I have no idea what you are on about.
Lol you have snow camo on indar...
Satanam
2013-02-22, 01:43 PM
Not to say about the personal shield for NC. PFFF! Bad, worst idea.
ChipMHazard
2013-02-22, 02:38 PM
Tbh, I don't understand any of these abilities that make TR less TR, like siege mode on the Prowler or lock down on the Max.
TR are mobile bullet hoses, special abilities should magnify these characteristics.
Aye, the TR has an identity crisis. Think it comes down to the devs wanting to do something new while also trying to keep some of the old. Ends up being kinda messy with different concept rolled up into one.
MrBloodworth
2013-02-22, 02:41 PM
Lockdown modes increase rate of fire.
I'm confused by the confusion.
Rothnang
2013-02-22, 02:57 PM
NC MAX will be even more overpowered I think. Invulnerability and Scattercannons?
Sifer2
2013-02-22, 03:17 PM
As I mentioned in other topics. Basically unless Lockdown comes with a big defensive bonus such as shielding it will make the TR MAX an easy kill. Peek around corner, toss C4, dead MAX. Throw AV grenade around corner, dead MAX. 2 HA's with Deci's, dead MAX.
Where as on the otherhand shielded NC MAX will be godlike. None of the above will kill them with shields, and they will still instant gib you before you can get back around that corner lol.
As for VS MAX, and flying. The one reason I can think of it wont be brought back is it would completely overpower VS inside Biolabs. I imagine they are trying to play it safe here, and not introduce an ability that will break future map design if they want to add more urban themed areas.
It concerns me a bit that the TR special ability seems to be defaulting into "hey, let's lock it in place". This translates into "hey, let's make it easier to shoot the TR in the face with rockets"
Sledgecrushr
2013-02-22, 04:55 PM
I think the tr lockdown ability should be extended to all of their other infantry units.
VaderDSL
2013-02-22, 05:25 PM
I personally would love lockdown :)
Lovely lovely AA emplacements :p
maradine
2013-02-22, 05:27 PM
Tell you guys what - you don't want lockdown? We'll happily take it. Quad Comet equivalents has me a little hot and bothered.
Ironside
2013-02-22, 05:43 PM
TR Pounders locked down in towers, frustrating as fuck and carnage everywhere but strangely funny
ahh the glory days ;)
Badjuju
2013-02-22, 05:54 PM
TR i call on you to say no to this. Honestly this will ruin the TR Max.
PS1 TR maxes, Where terrible. I favour mobility, than being a sitting duck for LA with C4, Or sniping HA with there AV's. Honestly if you have any pride in TR say no to it.
Camping the top of the stairs, Or Locking down outside will almost certainly result in humiliating deaths.
Up vote my comment (http://forums.station.sony.com/ps2/index.php?threads/march-class-revamp-max.83015/page-23#post-1282902). To take it to the top. So least we have a chance for the devs to reconsider.
I don't think they will be much more succeptible to c4 than before. It is already baby time frolics when dropping C4 onto maxes. Sniping is only an issue if you lock down some where silly.
I honestly think this will be huge for the TR max as long as they post up some where smart (in doors, at the top of stairways, using cooridoors where lights cant get the drop) and have engi support. I imagine the damage they will dish out to be absurd. Good groups in PS1 could put up devastating defenses with lock down. Towers were pretty much unbreachable with out a gal drop at times.
The only negative is that players can walk through you. But again post up some where smart and with fellow maxes and you may have the strongest max right there. Lets face it, maxes are not mobile enough to escape C4 anyways with out sprinting.
Loss of already limited mobility for absurd fire power, I'd take it. Immagine flack cannons :eek:
AThreatToYou
2013-02-22, 06:04 PM
I fucking loved PS1 Dual-pounder MAX. It was the best AV MAX for actually killing vehicles. Longest range, most accurate, highest DPS. Why do you not want it?
Neutral Calypso
2013-02-22, 07:21 PM
Shielded Scattermaxes inside biolabs... Excuse me, I think I just soiled myself:scared:
Can't say I'm surprised about the TR MAX getting lockdown, we knew it was coming in some form or another. I do seem to remember it possibly being a universal ability.
I am rather certain that an immobile MAX is going to be a very, very dead MAX.
I now have a reason to spec EMP grenades.
Tatwi
2013-02-22, 07:43 PM
I personally would love lockdown :)
Lovely lovely AA emplacements :p
Until you realize that you need to turn to keeP shooting as an aircraft flies by.
MAXes need to be mobile to effective.
Dougnifico
2013-02-23, 07:36 AM
What if they gave the TR max and agility to divert energy from the armor temporarily to greatly increase rate of fire. After the armor would return to normal resistance and the guns would have to cool down for a couple seconds. Keeps mobility and provides firepower at the expense of survivablity.
Redshift
2013-02-23, 08:21 AM
just give us double clip size on a CD, or an instant reload or something. Anything that mucks around with burst DPS will be near impossible to balance
Dodgy Commando
2013-02-23, 08:37 AM
Until you realize that you need to turn to keeP shooting as an aircraft flies by.
MAXes need to be mobile to effective.
Not necessarily, considering the higher RoF and a touch of smart placement.
It is easy as it is to kill MAXes, mobile or not. You NEED support when in a MAX. It seems people are forgetting the MAX will also get a higher DPS in an already low TTK game. Of course it still remains situational, but immobility sounds like a decent tradeoff for increased damage. Everything needs balance.
I'll say it again, we don't know how the ability will be implemented. We only know its downside. Maybe it'll increase range too, making it more of a point defense advantage (just one idea among others). Deactivating Lockdown could be instantaneous, allowing time for dodging incoming rockets at range. If you're in close quarters though, you shouldn't really be in Lockdown.
If its a case of wanting a different ability, then tough you'll have to change empire! That's one of the aspects that makes Planetside interesting and that needs more emphasis in the game IMO. Just because someone doesn't like what they're getting doesn't automatically make it bad.
@Pella
I think MrBloodworth is trying to say that they can't be headshotted like an engineer using his turret. They take more damage, but aren't one-shotted.
vBulletin® v3.8.7, Copyright ©2000-2024, vBulletin Solutions, Inc.