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2012-03-06, 11:22 PM | [Ignore Me] #2 | |||
Staff Sergeant
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With the whole no inventory management system, this comes to no surprise they would add something like this. My guess is that they well limit it, to maybe 2 or 3 packs per player.
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I'm a self proclaimed number one critic of Planetside.
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2012-03-06, 11:34 PM | [Ignore Me] #5 | ||
Second Lieutenant
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I'm disappointed that they're trying to dumb down the game. I'm all for making things simpler, but doing this doesn't really add to gameplay... If anything, it detracts from it. A predecessor, in this case Planetside 1, should serve as a direct inspiration for sequels; not just in theme, but in gameplay and feel. I understand how times have changed, but the pace of Planetside 2 has been speed up so much with Squad Spawns and the Class System (Not that either of those are individually flawed) that death seems to have become just a minor inconvenience. In Planetside 1 it was hard to get killed, and you knew that if you got creamed you had really messed something up. Cheap deaths were few and far between.
...But, as many others say, we'll just have to wait and see. EDIT: On a less existential note, they really should grant ammo boxes to support classes. Light Assault is the second to last class that should be able to dispense ammo, the last being the infiltrator (Though apparently they have shotguns now.)
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>( 666th Devil Dogs )< Alpha Tester: Tribes: Ascend Modder: Mount & Blade: Warband Player: Garry'sMod, Arma 2, Air Buccaneers Lover: Planetside NC Brig. General ಠ_ರೃ Last edited by Whalenator; 2012-03-06 at 11:38 PM. |
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2012-03-06, 11:42 PM | [Ignore Me] #6 | |||
Sergeant Major
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Ammo boxes are a good addition. It makes it so I dont have to run all the way back to the AMS/Terminal to get my ammo back. Now I can just back out of combat a ways and rearm. How is that ANY different then the HP/Armor system in PS1 right now. Its probably something you have to cert in to on top of that. Last edited by Synapses; 2012-03-06 at 11:43 PM. |
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2012-03-06, 11:54 PM | [Ignore Me] #7 | |||
Second Lieutenant
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It took maybe three direct hits (~2.5 seconds) with the most powerful close combat weapon in the game (Jackhammer) OR MORE to kill someone in reinforced armor. Aside from the occasional spawn tube raids, when you're on the defensive you die slower. Longer respawn times might give the allusion that you're dying more often or maybe you're just bad. tl;dr You die quicker in PS2.
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>( 666th Devil Dogs )< Alpha Tester: Tribes: Ascend Modder: Mount & Blade: Warband Player: Garry'sMod, Arma 2, Air Buccaneers Lover: Planetside NC Brig. General ಠ_ರೃ |
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2012-03-07, 12:02 AM | [Ignore Me] #8 | |||
Sergeant Major
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*shrug* I still respect you and love you whale, just dont agree to the comments on PS1. |
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2012-04-09, 10:12 PM | [Ignore Me] #9 | ||||
First Lieutenant
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I may have that wrong, it might be 1 second flat with or without medkits (shot>.5 refire>shot>.5 refire>shot). I believe I tested it and realized wasting the time to hit a medkit was just as pointless against a JH as it was while sniping. Took a long time to break the habit of wasting a kit after getting hit by either. Meanwhile it was very useful against an MCG or Lasher or virtually any other weapon, except scattermax and Magscatter thingie. Not to mention the other horrible ways of fast death. Flail rounds, OSes, snipers hitting you and inconvenient times, being run over by a tank, Plasma melting you to the ground... Naw, your wrong. While any one weapon takes it's time to kill you, there were almost always more then one aiming at you. I use to know a site the listed all the TTKs against every infantry. Even TTKs against vehicles (with and without shield benefit). Last edited by Blackwolf; 2012-04-09 at 10:18 PM. |
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2012-04-09, 10:34 PM | [Ignore Me] #10 | ||
Corporal
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Lol at the person complaining about dying too fast in PS1 and then complaining about running out of ammo and running back to an AMS.
1. If you are dying too fast, you should not be out of ammo. 2. If you are running out of ammo, you are not dying fast. Anyways... no to ammo drops. yes to bag drops. |
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2012-03-07, 12:12 AM | [Ignore Me] #11 | |||
Colonel
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You could tell in the gameplay video that Higby was taking damage left and right. Was he dying for that random bullets hitting him? No. And that's really all most of us are asking for. His shield recharges and he goes on with playing. He doesn't sit and heal/repair for 5 seconds. Then you see on the other hand a few well placed shots will kill someone fairly quickly which is expected. Obviously with a ton of people it needs to be balanced so you don't end up with "instant" kills with hundreds of bullets flying around, but from what I could tell they're at a good start for balancing. The only problem I have with currently is the lack of choices during combat. You can throw a grenade, aim, shoot, or reload which looked to be it from the combat choices. Hoping they expand on that a bit since I prefer complex combat decisions.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2012-03-07 at 12:14 AM. |
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2012-03-07, 12:22 AM | [Ignore Me] #12 | |||
Although how complex do you want to get? From the sounds of things everyone has a damage grenade and a untility grenade. And i hate it when corner or door battles just become spam with grenades, i dont know how much more complex a game of this size can get. If you look aswell, throwing a grenade was abit clunky, by design. It took him a while to throw, and he was vulnerable while doing so for quite a while. Hopefully that will be enough to make throwing a grenade a skilled choice, rather than a desperate mans flinging. |
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2012-03-07, 01:33 AM | [Ignore Me] #13 | |||
Colonel
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Regarding making combat more complex I might have spoke too soon. I mean they also have sprint and the light assault has a jetpack greatly increasing choices. Increasing it can be done in a lot of ways. One of them is deployables for defense and countermeasures. Simple stuff (prepare for game references) like short deployable shields that you can pass through but can block bullets (BF2142), momentary armor bonuses when you reveal yourself to enemies (Crysis), shield bubbles for defending groups (Halo), armor lock for taking an attempted hit and run (Halo), anti-grenade deployable, then on the offensive style complex fire modes. Stuff like single, triple-shot, burst, auto for weapons with varying bonuses go a long way for choices and tactics. (Though, it's easily argued that role overlap for weapons becomes a problem). Then you have squad abilities. I'm a huge fan of FPS+RPG games (think Bioshock etc). So having abilities for classes like a medic ability of "Sacrifice" that discharges a player's shield and recharges all neighboring shields. Basically things that a player can do along with their weapons in the middle of a battle quickly that could mean life or death for themselves or others. The idea of "I would have lived if I'd've done X" is important to me. Taking this to the extreme results in abilities described in this thread. Including defensive countermeasures for catching/redirecting grenades/rockets/tank shells, blocking bullets at the cost of not shooting, converting a player's shields into health as a medic AOE for friendlies. (Never been a fan of non-defensive abilities. Guns are good for that). As mentioned these go for far away to give a player possibly dozens of choices increasing the skill of the gameplay. It's not about who shot first. It's about "oh his teammate transferred his shields to the person I was about to kill and then his other teammate killed me". Complexity and interactions you don't find in other games. (Unless it's like a lame TF2 medic. More of a battle-medic who assists while fighting). (Also if anyone is curious. I've only played the first Halo for PC so I'm going off videos). It's the exact implementation I wanted for it. I'm glad they went with that longer delay.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2012-03-06, 11:36 PM | [Ignore Me] #14 | ||
Colonel
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Huge fan of the more limited ammo system. That's a step in the right direction. It was nice Higby kill a few people then run out of ammo and have to resupply.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2012-03-07, 12:08 AM | [Ignore Me] #15 | ||
Second Lieutenant
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I guess we'll have to agree to disagree then.
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>( 666th Devil Dogs )< Alpha Tester: Tribes: Ascend Modder: Mount & Blade: Warband Player: Garry'sMod, Arma 2, Air Buccaneers Lover: Planetside NC Brig. General ಠ_ರೃ |
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