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PSU: We arent retreating, we are advancing in a different direction!
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2013-08-09, 06:17 PM | [Ignore Me] #61 | ||
Staff Sergeant
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Which is certainly great, but I think its overall impact on the existing gameplay will be marginal. The best opportunity I think we'll see from there is that continent locking will allow at least something of a macro victory.
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2013-08-10, 10:38 AM | [Ignore Me] #62 | ||
Lieutenant Colonel
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The lattice is one of the best things to happen in this game. It should have been there from the start. Its addition has gotten me to play again after a long break, among other changes like being able to see where your gunners are facing and other standards from PS1.
This is the right direction. Its actually fun to play now. Good job Dev team, also the performance increases are tits. |
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2013-08-12, 07:34 PM | [Ignore Me] #63 | ||
Sergeant Major
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Thinking about it there's 2 main problems with a large zerg in one area.
Most of the time a good old foot zerg is fine. Unfortunately, zerg traffic (driving) can be a nightmare. Especially at gates. So problem one is a blockade of tanks, harassers and all the other stuff. Sometimes you can't even drive past because it's that bad and when you do, no one's driving out to back you up to make a push. It's all of them going out at once because of no resistance or some resistance and letting themselves become intimidated and bogged down, allowing the enemy to dig in. Problem 2 is zergs are fine overall. Except when the zerg has nothing to fight. I came to this conclusion when my outfit rolled with a zerg and we came across an enemy zerg right away. I had gotten so bored of just going base to base with a zerg with little to no resistance and this time we just met them right away. I was actually quite pleased about that even though we lost. So the problem isn't zergs but the lack of an enemy zerg to counter whichever zerg you're in to keep things interesting. Without that balance, it becomes simple base capping and steam rolling over the enemy. |
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2013-08-12, 07:59 PM | [Ignore Me] #64 | ||
Sergeant Major
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Those are both valid observations.
Perhaps some sort of formula and mechanic could be put into the game to make a zerg itself a target on the map. Perhaps if you get a large enough concentration of players within a certain amount of space on the map at one time, that zerg can be dinged on the map as some sort of "massive troop formation 1/2/3/etc", with a symbol hovering over the formation that denotes that it's a zerg. The map and the symbol can even track the zerg as it moves in-between bases, so that players can be aware of where it's heading. This would serve a purpose of basically putting out an open season hit on any zerg on the map, and players from the other factions could flock to fight it or bunker down to stop it (or avoid it, though I think that it's in our nature as players to want to engage, rather than go around). As well, it could also add a certain level of logistical depth to the game, with organized outfits having their troops move in a more scattered formation as opposed to a clumped up mass, so as to avoid showing up on the "zerg radar". |
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