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2012-02-18, 05:09 PM | [Ignore Me] #4 | ||
Lieutenant Colonel
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Rather than the boring front/sides/back hull damage model, I'd rather see something more original like weak spot.
They would be harder to hit from range and promote long-range fire since accuracy over long ranges would favor good gunners. Getting behind a tank in a large fight is bound to happen so let's not make it absurdly weaker than front/side hulls if we want the fun of a tank fight to last a bit longer. Kind of like how ttk for soldiers should not be stupidly low for a MMO... (by MMO, I do not refer to RPGesque habit of 1 million HP characters but instead to the f***ing massive amount of shells that will be flying around our little tanks) In any case, if beta is right around the corner, we will know soon enough if what the devs want us to play is a BF3-Online. Then again, as a BF3 copycat on a large scale, the devs take care of 2 birds in one stone: - make a popular game - make it harder for a future MMO-BF3 to steal customers from PS2 (since it will be essentially the same game) Last edited by sylphaen; 2012-02-18 at 05:12 PM. |
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2012-02-18, 05:47 PM | [Ignore Me] #6 | |||
Staff Sergeant
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(Oh please don't merge this thread it has nothing to do with the 1 man tank fiasco.) Last edited by Chinchy; 2012-02-18 at 05:49 PM. Reason: Added |
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2012-02-18, 06:05 PM | [Ignore Me] #7 | ||
Lieutenant Colonel
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I don't know, it's futuristic equipment. They could invent stuff.
:P Like what Chinchy said, I referred to specific spots on the hull. If soldiers have headshot mechanics, why not the tanks ? They could be played by one guy like soldiers anyways... It's fun to have distinctions between the different hull sides, though. I do hope they will not go overboard with a difference like 25 shots if you hit the front and 2 shots if your tank gets hit in the back. (and yes, no merge on this one please, tanks Hamma !) |
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2012-02-21, 12:03 AM | [Ignore Me] #8 | |||
Private
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That makes little sense as those that are able to snipe other tanks are always going to have an advantage against weaker gunners. Mag riders loved floating on the water at range because a lot of gunners could not hit. When they would get pounded at ranges they thought they were immune from return fire, they crapped themselves. They would do stupid things such as continue on driving the same way thinking it was a fluke, but by the time they realize it was not they had already lost most of their armor by the time they start to flee. A good gunner is going to hammer targets before they can effectively fire back. They can lob shells all over the place, but not hit a damn thing. They can try and close, but they are going to make it even easier to hit them, add that to the damage they have already taken and you have an easy kill. If they get 2 brain cells to spark, they are going to turn and run, but its to late because they are still in the effective range of that gunner that has been kicking their ass, again resulting in an easier kill, but twice the laughs. weak points on tanks will not encourage players to work on accurate, long range fire. Instead it is going to push players to rely upon short range shots. Shots that are much easier for them to hit because they won't have to adjust their fire for their tank's movement, the movement of the target, the terrain that each tank will be going over and through, as well as flight time of the shell and likely maneuvering of the opposing tank. Instead its point, click, boom, point click, boom, as there is no flight time of the shell past .25 seconds or less, and the target will not have moved enough to force the player to move their mouse to track the target because they are that damn close to each other. Really, which do you think is going to get the most out of a weak spot system? The gunner that is crunching all the information to make accurate long range shots in hopes of hitting the target at all, or the guy that couldn't land such a shot on his best day but can hit the broadside of a barn that is half a foot in front of them? The accurate gunner is going to make use of those weakspots, but so can the weaker gunner, but the weaker gunner is bound to have a driver that is going to work hard to get into point blank range while the accurate gunner's driver is going to work on maintaining distance to take advantage of their gunner's skill. In short, weakspots is nothing more then a means for pathetic tank gunners to do as much damage as those that put in the effort to get good at it. Say no to fake weakpoints to give a big buff to weak gunners. |
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2012-02-21, 10:31 PM | [Ignore Me] #9 | |||
Colonel
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No thanks to weak spots like some giant Japanese TV kid's show dragon.
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Bagger 288 |
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2012-02-22, 07:37 AM | [Ignore Me] #11 | ||
No, you'd never be able to kill a BFR with a pistol.
Weak spots don't mean "shoot your photon torpedoes into the ventilation tube and the thing instantly explodes". It means "you outmaneuvered the enemy and your shots will do bonus damage because you're awesome and a great person in general". |
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2012-02-22, 09:48 AM | [Ignore Me] #12 | |||
The common tactic was to either Mossie-bail over a BFR (if the Mossie pilot was dumb enough to let it get close) and get inside its shield with a Decimator or something else AV, or to get an infantry squad to deal with it - with a cloaker chucking Jammers at it. |
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2012-02-18, 05:44 PM | [Ignore Me] #13 | |||
Staff Sergeant
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2012-02-18, 06:09 PM | [Ignore Me] #14 | |||
Captain
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- losing majority of ps1 vets and their support - Bring endless flames on their head, and forums |
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2012-02-18, 06:44 PM | [Ignore Me] #15 | |||
Lieutenant Colonel
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But then, PS1 vets are not as many as potential BF players so we'll have to wait and see the choices made later. |
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