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2013-01-09, 07:09 PM | [Ignore Me] #1 | ||
Lieutenant Colonel
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Im not saying the patch fixes everything or that every change will be implemented properly - but every suggestion sounds like it could improve the game.
Except the immunity timer. Even a one or 2 second timer is basically an invitation to rush enemy position and drop mines, plant C4 or some other offensive actions. A 5 second timer would be much worse even. I think its actually fair that if people are killed in the open that it may not be possible to resuscitate them. And I dont think it will be a concern with Sunderers. Now that killing fresh spawns gives low xp people should be trying to blow the Sundies anyway instead of camping them. Invulnerability offers a few potential benefits for the game - but the assured downsides are much more significant.
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Wherever you went - Here you are. Last edited by Ghoest9; 2013-01-09 at 07:24 PM. |
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2013-01-09, 10:35 PM | [Ignore Me] #6 | |||
Major
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But I guess you want some examples where this can be exploited. Well if the invul. buff goes off every time you spawn you can easier defend a sundy that is being attacked. If you get this buff after you got a res you can just imagination the lemming train spaming resurrection grenades to get the zerg moving forward. |
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2013-01-09, 07:15 PM | [Ignore Me] #7 | ||
First Lieutenant
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Immunity til the player has provided input and received a response. I hate spawning to find myself dead to someone who killed me before I had control of the character. But once I have control of the character, I should be fair game. No player who is able to attack and inflict damage should be immune to damage, only players who are not yet able to control their character.
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2013-01-10, 12:05 AM | [Ignore Me] #8 | |||
Private
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2013-01-10, 12:54 AM | [Ignore Me] #9 | |||
Private
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2013-01-10, 10:26 AM | [Ignore Me] #10 | |||
I'm occasionally guilty of farming hapless sunderer spawnees who have not "woken up" yet. Easy headshots if they are motionless for a second or 2, too easy. A short immunity timer to oversome this would be appropriate; not too long mind you. And yes, OP, everything else does sound good, multiple steps in the right direction. |
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2013-01-09, 07:16 PM | [Ignore Me] #11 | ||
First Lieutenant
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I still don't get why people are assuming it's going to be flat invulnerability, no conditions, for a huge amount of time.
They already said it will cancel when you do stuff in the notes, but it's like people see the word "invulnerability" and freak the fuck out. |
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2013-01-09, 07:25 PM | [Ignore Me] #12 | ||
What, and act rational on an FPS forum?
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2013-01-09, 07:30 PM | [Ignore Me] #13 | ||
Lieutenant Colonel
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I read the notes literally.
Some of you are adding stuff in to make it seem more palatable. The notes say it would be canceled when you use a weapon or get in a vehicle. It wouldneed to be canceled simply when you start moving - otherwise it will simple be a powerful exploit to rush the enemy with explosives.
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Wherever you went - Here you are. |
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2013-01-09, 07:37 PM | [Ignore Me] #14 | ||
Lieutenant Colonel
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i want to know what the context of the timer is, how long it lasts specifically, and why they thought its needed.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2013-01-10, 05:42 AM | [Ignore Me] #15 | |||
First Sergeant
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Evertything else is FAIL. |
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