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2013-06-29, 07:23 AM | [Ignore Me] #121 | ||
Major General
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Never did I once say that a player who runs out in the middle of a field shouldn't be able to get killed by a vehicle. In fact, I stated "It does happen", which covers the infantry standing in the middle of a field. My post was more around being fodder for vehicles while inside at a base. I thought it was pretty obvious I was talking about that since I mentioned dome shields and such. Of course if an infantry was standing out in the middle of a field they should be easily killed by vehicles since that's the place vehicle play should occur. Now, that doesn't mean I don't want some more utilities for infantry in the field such as cloak bubbles, traps, ability to lay mine fields (not same type of mines they have currently in-game. PS1 type mines.)
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2013-06-29, 09:07 AM | [Ignore Me] #122 | |||
First Sergeant
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maybe i'm saying that badly. i'm sure you get it. but what i'm trying to get across is that the weakness/cheapness is their role. they're cannon fodder. almost literally. there need to be loss conditions other than population. i think you'll be ultimately disappointed in the lack of tension when all you get is a numbers battle in your bubbletown. but we'll see i guess. at this point we're derailed from resource issues, although it was originally related to vehicle availability. Last edited by Obstruction; 2013-06-29 at 09:10 AM. |
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2013-06-30, 04:20 PM | [Ignore Me] #123 | ||
Private
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Why not make resources used to craft temporary cosmetics (based on time or number of uses) and completely get rid off resources influence on actual battle. And put cooldown on infantry stuff that has none like grenades, mines, C4 etc. Like that stuff is being assembled by nanites on the move, but requires some time.
All in all having one more restriction on stuff, that already have restriction (cooldown) is frustrating and not very fun. |
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2013-07-06, 03:04 AM | [Ignore Me] #124 | |||
Private
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As another suggestion, would it be possible to have a second option next to "Resupply automatically" that let's us set a "fill priority" that will spend excess resources that would be lost on filling specific pools in order of priority listed? There are definitely times I lose resources I should be using to restock because I'm to focused on making sure I'm helping my squad accomplishes their goals. |
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2013-07-07, 04:03 AM | [Ignore Me] #126 | ||
Master Sergeant
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I really would like to see player action resource bonuses. Certain things that get XP now would make more sense to be bonuses as resources. Also I think vehicles, including MAXes, should be on a different resource counter then infantry tools and explosives.
I'd really love to see +25 air resouces Air Superiority Bonus, instead of the 100XP. Especially since when we get kill credits for shooting down planes the XP earning is going to be too high for A2A ESFs anyway. Could grant +25 infantry resource for the assist bonuses you get on guys killed while concussed or blinded from flash and concusive grenades. Things like that are just nice, and reward and incentivize creative and skilled play. |
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2013-07-07, 09:58 PM | [Ignore Me] #127 | |||
Private
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Lightning uses ground and air. MBT uses all 3 Sunderer uses ground and infantry Harasser uses ground and infantry. Flash uses ground. Galaxy uses all 3 Liberator uses air and ground ESF uses air and infantry Max uses all 3 Tank mines use infantry and ground C4 uses infantry and air Anti-personnel mines are infantry only. Each of course with varying levels of combination. It would also be interesting if loadouts impacted which type resource costs vehicles and maxes had. This way different people will value territories and their respective resources more evenly instead of tank drivers only care about these specific places, pilots only care about over in these areas and ground pounders are only interested in the infantry bases. |
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