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2011-07-25, 03:26 AM | [Ignore Me] #1 | ||
Lieutenant Colonel
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The class system I see as overall being a good thing; in PS giving one player too many options turned people into one man armies being able to take down infantry and vehicles well and then heal, repair and use command abilities all with a single load out.
Making players specialise to a specific role at a time will lead to a great amount of teamwork being required, just like in the early days of PS where people were restricted with their certs (imagine a time when only a few people were BR15, let alone 20) and so had to specialise totally. In my upgrade projects certification overhaul I retained the inventory and cert system, just massively reduced the amount of cert points available so that any one player could only really afford one advanced weapon cert (eg HA or AV), a support role and a vehicle as well as a special armour (MAX, Agile with jump jets or Infil). However the problem I see is one of specialised squads of players. For example if you have a fast assault squad equipped with jump jets to perform hit and run attacks, will any of them be able to have a support role, or will they be confined to that fast assault role while they use the jump jets? Will they be able to use AV or AA weapons (perhaps weaker, lighter ones than a Rexo may carry)? |
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2011-07-25, 04:01 AM | [Ignore Me] #4 | |||
First Sergeant
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the class system sounds free forming enough on paper, but i wish they would give us a video example of their concept. |
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2011-07-25, 09:31 AM | [Ignore Me] #6 | ||
Sergeant
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The only real way to keep people from mastering it all i think is to make it so there is so much to learn and it take so long to learn that its impossible. Much like EVE just to be a proficient miner it takes probably six months time to learn all those skills and then there is still many more mining skills to learn after that. I think SOE took a close look at how EVE did their skill learning set up, we should be ok.
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2011-07-25, 09:48 AM | [Ignore Me] #7 | |||
First Sergeant
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2011-07-25, 10:00 AM | [Ignore Me] #8 | |||
Sergeant
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__________________
I want it to be Planetside:Next not Planetside HD |
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2011-07-25, 12:37 PM | [Ignore Me] #9 | |||||
Colonel
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From how they describe it, You'll be 75% as effective day one at a role in PS2. Maybe missing some sidegrade options that increase your versatility or weapon choices, but you can do the job.
"You drive lots of vehicles, so we're going to make you suck when you step out of them" "You like infantry, so you're going to be farmed by vehicles outside" PS balance was making you dominate in one area so you could suck in another. It twisted the certs into a rock paper scissors game, where you got to 'win' only part of the time, due to greatly superior equipment options, and put you at a disadvantage the rest of the time. Thats silly. Its bad balance. Every armor, every vehicle, every weapon should have a role. No single combination should dominate in every situation to the point where thats what everyone picks. There should be a reason to bring MA to a base fight over HA. A reason to bring AV out into the field over a tank. TF2 has 9 different classes. Do teams always pick just one class? Is there one or two classes that are clearly the best in 95% of the situations? Nope. Everything has a job, and people pick all the classes. Some more than others, sure, and it definitely depends on the environment, but there is always a healthy representation due to usefulness and personal preference. If classes are balanced, class representation will be balanced. It won't matter if you can switch, because everyone else is switching too. To different stuff, all the time. Your worry that people can switch is a direct result of PSs lack of balance. You assume they will switch to the rexo/av/ha/med/eng class, or the AI max class, because those were clearly dominant in fights indoors, because in PS1, they are totally imbalanced vs any other infantry choice. Last edited by CutterJohn; 2011-07-25 at 01:07 PM. |
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2011-07-25, 01:11 PM | [Ignore Me] #10 | ||
Lieutenant General
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I remember Higby saying jump jets will only be available to a lightly armored class.
But to the OP, I think we can still be close to a jack of all trades. Like in one class you can pick up a ground vech, air, a specialized weapon tree, some support skills. But you won't be able to advance deep into every tree? I'm fine with regular infantry being able to get med engi, but those advanced down those support trees will heal/repair much faster, adv med, stuff like that. |
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2011-07-25, 04:27 PM | [Ignore Me] #11 | |||||
This isn't TF2, so that is a bad example. Classes in TF2 would not work well in a MMOFPS because in PS2 the types of battles will be more varied. Not the same essentially close range grudge fights that TF2 has.
__________________
Life sucks, Press on. Moderation in all things, including Moderation. |
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2011-07-25, 06:31 PM | [Ignore Me] #12 | |||
Corporal
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__________________
RideInMyWhip of the TR Originally from Emerald Major General in KDL |
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2011-07-26, 04:38 AM | [Ignore Me] #13 | |||
First Sergeant
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To me this is more balanced than it is now, with free REXO / 3 implant slots / etc... I love the fact that a BR1 can engage and possible win against a BR40, I don't think the devs will mess with that success chance very much. |
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2011-07-26, 04:48 AM | [Ignore Me] #14 | |||
Colonel
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Vet: I had Personal Shield, defenseless newbie. It drains my stamina instead of my mortality, so that I might survive to fight another day! Newb: How might I obtain such a mighty tool, oh distinguished Veteran of war? Vet: From the depositories that imbue super powers at battle ranks 6, 12 and 18! Last edited by Vancha; 2011-07-26 at 04:52 AM. |
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