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2013-04-26, 06:31 PM | [Ignore Me] #3 | ||
Good on you, Alex
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2013-04-26, 07:41 PM | [Ignore Me] #4 | ||
Contributor PlanetSide 2
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Aww yeah. Thanks!
Btw, tons of answered questions here: http://www.reddit.com/r/Planetside/c...ltrators_will/ |
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2013-04-26, 11:30 PM | [Ignore Me] #7 | |||
Master Sergeant
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Edit: Looking at your posting history it looks like you spend a lot of time as an infiltrator. So I'm guessing that may be a biased opinion. Last edited by WSNeo; 2013-04-26 at 11:35 PM. |
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2013-04-26, 11:48 PM | [Ignore Me] #8 | ||
thats cool. it needs it tbh.
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Where Eagles Dare cossiephil http://www.twitch.tv/cossiephil http://www.youtube.com/user/cossiephil1 https://www.facebook.com/Guyvergamingtv |
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2013-04-27, 12:33 AM | [Ignore Me] #10 | |||
Sergeant Major
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1) Radar devalues player skill by providing a mechanical player crutch replacing the need for situational awareness and actual player observation. 2) Radar favors zerg play, removing many of the advantages of stealth, ambush, flanking etc that a smaller number of players might use to overcome a larger group. It devalues tactical gameplay. 3) Radar largely nullifies the the core concept of the Infiltrator class, and there's no counter aside from 12 seconds of cloaking. It also impacts the Light Assault class devaluing it's ability to flank the enemy. 4) Vehicles have a counter to radar in the form of "stealth", no such option exists for Infantry. Yet it is Infantry that should have the lowest battlefield profile, not vehicles. This is needed for balance between vehicles and Infantry. 5) Scout Radar is available to everyone via ATVs, last time I checked you don't even need to be on it for it to work. It is actually superior in just about every way to Infiltrator's class tool, the Recon Dart. Its permanent, no ammo limitations, does not give your position away (can even combine Radar and Stealth on an ATV), costs less certs to max out, can be used by every class but a Max. 6) Scout Radar on ESFs is combining the best detection with the most mobile unit in the game, that also does not lack for firepower and defense. 7) Why use Suppressed weapons when there's radar everywhere? 8) Why use Camo when there's Radar everywhere? 9) Radar makes for a dumbed down game. So my opinion is biased, but yours is not? Is that what your saying? Everyone has a bias to one thing or another on this forum... you are clearly biased towards radar from your response to my post, I don't even need to look at your posting history to figure that out. |
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2013-04-27, 12:44 AM | [Ignore Me] #11 | ||
id like to see radar jammers as an option for vehicles as well then. this would make thing interesting on the battlefield. or even mobile ones that engineers could deploy like turrets now.
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Where Eagles Dare cossiephil http://www.twitch.tv/cossiephil http://www.youtube.com/user/cossiephil1 https://www.facebook.com/Guyvergamingtv |
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2013-04-27, 01:06 AM | [Ignore Me] #13 | ||||||
Major
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Now, on it decreasing the value of situational awareness, I guess so. But the players also have to be aware of the option of taking out the radar and removing the enemy's advantage. I'll take nil on that one: no increase no decrease, just different situations.
I remember in beta that there was a suit modification that would allow you to never show up on the minimap unless physically spotted. We really should have that if we are going to have radar.
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2013-04-27, 02:00 AM | [Ignore Me] #14 | |||
Sergeant Major
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What does it add in terms of complexity in being able to see all your opponents on the minimap? This sort of implementation of radar mechanics is a pure reduction of player strategy choices. Seeing everyone on the mini map is the removal of player options and the impact of certain player skill on gameplay. Radar is to a player's situational awareness, observation, and concealment/evasion skills as aimbots are to a player's twitch skills. I'm all for Intel gathering tools so long as there's counters, but in the end it should be a player's ability and the way they utilize that ability that has the largest outcome on game play... not game mechanic crutches like radar and aimbots that do all the work for the player. Last edited by Helwyr; 2013-04-27 at 02:01 AM. |
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2013-04-27, 04:29 AM | [Ignore Me] #15 | |||
Major
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