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2013-02-22, 10:36 AM | [Ignore Me] #1 | |||
Captain
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TR i call on you to say no to this. Honestly this will ruin the TR Max.
PS1 TR maxes, Where terrible. I favour mobility, than being a sitting duck for LA with C4, Or sniping HA with there AV's. Honestly if you have any pride in TR say no to it. Camping the top of the stairs, Or Locking down outside will almost certainly result in humiliating deaths. Up vote my comment. To take it to the top. So least we have a chance for the devs to reconsider.
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2013-02-22, 10:43 AM | [Ignore Me] #2 | ||
Shielded Scattermaxes inside biolabs... Excuse me, I think I just soiled myself
Can't say I'm surprised about the TR MAX getting lockdown, we knew it was coming in some form or another. I do seem to remember it possibly being a universal ability. I am rather certain that an immobile MAX is going to be a very, very dead MAX.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-02-22 at 10:45 AM. |
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2013-02-22, 10:47 AM | [Ignore Me] #3 | |||
Captain
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2013-02-22, 10:58 AM | [Ignore Me] #5 | ||
Again the VS get shafted........ luckily I dont get into a max anyway except for AA duties so I aint at all bothered by what they do to the Max class.
And why can we not fly ? - It was a huge advantage in PS1 because of BASE walls and getting into the courtyard or trying to get into an entry door in a base on 1st level of an Amp Station / Biolab / Techplant etc.... In PS2 the bases are totally different, i dont see why a jetpack on a MAX is going to be a game breaker. It hardly "broke" PS1 |
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2013-02-22, 07:21 PM | [Ignore Me] #6 | |||
Sergeant Major
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2013-02-22, 10:50 AM | [Ignore Me] #7 | ||
Contributor Lieutenant Colonel
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I can't support this, I appreciate that lockdown may not be as universally useful as a shield or (potentially) giving the VS our Pounder, I view it as a valuable and useful defensive mechanism.
Overdrive, without that stupid ass red glow, would add firepower and mobility. Especially if they throw us a bone and make overdrive reload quickly. It may be the glasses I'm wearing, with their rose tint to them, but I recall a line of locked down MAXes with multiple dedicated glue guns, coupled with some adv medics being quite powerful. Just think of the bursters! |
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2013-02-22, 10:57 AM | [Ignore Me] #8 | |||
Captain
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And No in PS1. Walls of Locked down maxes where useless. And where easy kills.
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2013-02-22, 11:06 AM | [Ignore Me] #11 | ||
Captain
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Get in where?
I presume your talking about PS1. And the most common place for a locked down Maxes where on the top of the bottom of the stairs in towers. Now. If a squad bailed on the Roof and pushed down. That Wall of Maxes was useless. Now flip that over to PS2. Where there are hardly any corridors. And Loads of cover. Popping out and slamming x2 Rockets into a locked down max will be a breeze. Engineer Turrets. A good example why no one uses them.
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Last edited by Pella; 2013-02-22 at 11:07 AM. |
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2013-02-22, 11:07 AM | [Ignore Me] #12 | |||
Lieutenant Colonel
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Walls were at the top of stairs, with engis and replacement maxes behind them. As for the topic, I enjoy specials that create real differences in the factions equipment. But with the combination of no player collision, Light arms able to chew down a max so fast and open Death match base designs, it will be useless. Last edited by MrBloodworth; 2013-02-22 at 11:10 AM. |
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2013-02-22, 11:13 AM | [Ignore Me] #15 | |||
Contributor Lieutenant Colonel
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A locked down MAX with no support will get deci'd in the face. Add an Engy, a Medic and perhaps a LA to chase/harass any corner humping, rocket shooting fools and you've got quite a position. Lockdown is very situational and it's use is entirely dependent on the situational awareness of the player and whatever support can be provided. As has been pointed out, however, the crutch of my argument does rely on player collision, and the line of locked down MAXes is rather vulnerable against drifter LA + C4 but I still view the ability overall as a positive. |
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