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2013-07-21, 05:49 PM | [Ignore Me] #1 | ||||
So as it stands here's what Sunderer is:
As it stands right now, you can't really spec into anything. There are basically 2 sensible Sunderer configs - AMS+Mineguard and AMS+Ammo Dispenser. I propose doing some changes that would increase the amount of the Sunderer loadouts:
Thoughts? Sidenote: I'm not sure about the Auto-Repair, because if we keep it in Defense, it becomes a good AMS cert. If we move it to Utilities, there's gonna be a nice mix from Fire Suppression and Auto-Reps. Last edited by NewSith; 2013-07-21 at 05:50 PM. |
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2013-07-21, 06:02 PM | [Ignore Me] #2 | ||
Contributor Lieutenant Colonel
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A restructuring of the abilities to streamline their utility/defensive slots would be nice.
I do agree that auto-repair should be a utility slot. Using it with the AMS would just lead to more lazy bus drivers. |
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2013-07-21, 06:02 PM | [Ignore Me] #3 | ||
First Lieutenant
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That is cool, but.... I want a Sunderer, not an AMS with seats and guns.
In fact, give me a Sunderer variant. Built-in shield diffuser, driver has a radial EMP, two Lightning class guns, two MBT secondary class guns, two AI Kobalts on the sides, and a built-in default horn. Yes, it can even have a maximum occupancy of 2 MAXs, and even require an Engineer to drive it. It isn't deadlier than 3 MBTs and 1 Lightning, but it provides the functionality of a tough APC that can actually defend itself between destinations.
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2013-07-21, 07:33 PM | [Ignore Me] #4 | |||
Wouldn't a Sunderer with shield diffuser benefit better from smoke screen rather than other than blockade armor? Wouldn't an AMS be better if you had choice what to bring along with you - Proxy Radar, Blockade Armor, Stealth or Mineguard? And so forth... The castling I offer forces more choice, by removing the "ultimate" configurations, like say Blockade+Smoke for a combat Sundy... Last edited by NewSith; 2013-07-21 at 07:34 PM. |
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2013-07-21, 06:53 PM | [Ignore Me] #5 | ||
Colonel
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Not to derail the thread but I think you figured out why exclusive certification slots are a poor design choice for specialization. You end up with players that have a use for a vehicle but there's no feasible mechanism currently to allow it. There should be a different mechanism in the game for restricting a player's choices. You might read this if you have a chance. It would allow deep customization on the Sunderer.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2013-07-21 at 06:55 PM. |
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2013-07-22, 10:21 PM | [Ignore Me] #8 | ||
First Lieutenant
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I think the reason the ammo dispenser and the AMS are separate is to encourage ammo use. It can already be tough to find an ammo sundy and even less people would have them if they couldn't also have AMS.
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