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Old 2012-03-06, 11:19 PM   [Ignore Me] #1
Mordicant
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Light Assault Ammo Drop


I am curious on how the light assault ammo drop system is going to work? Is it unlimited? How often can you drop it. Do you get all ammo types from it? Do medics have a similar medpack drop?
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Old 2012-03-06, 11:22 PM   [Ignore Me] #2
xSquirtle
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Re: Light Assault Ammo Drop


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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Old 2012-03-06, 11:32 PM   [Ignore Me] #3
VanuMAXGuy
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Re: Light Assault Ammo Drop


Great, just what we need, more BF3 copy pasta.

Don't do ammo drops. It's a lazy cop out and you may as well just give everyone infinite ammo.
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Old 2012-03-07, 06:08 AM   [Ignore Me] #4
Nick
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Re: Light Assault Ammo Drop


Originally Posted by VanuMAXGuy View Post
Great, just what we need, more BF3 copy pasta.

Don't do ammo drops. It's a lazy cop out and you may as well just give everyone infinite ammo.
Or let's just keep in unfamiliar, archaic and old gameplay mechanics from a dead video game.

No.
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Old 2012-03-06, 11:34 PM   [Ignore Me] #5
Whalenator
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Re: Light Assault Ammo Drop


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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Last edited by Whalenator; 2012-03-06 at 11:38 PM.
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Old 2012-03-06, 11:42 PM   [Ignore Me] #6
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Re: Light Assault Ammo Drop


Originally Posted by Whalenator View Post
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.

E)
What? Your kidding me right... you know the number one complaint I have about Planetside 1? I died so easily and so quickly and it had a rock paper scissor feel to it. To say that if you died in Planetside 1 you really messed up... Yeah right Whale. Thats probably the single most untrue statement ive read about Plantside. You died so quickly and easily in almost anything but tanks and BFR's. I come around the corner to a guy using third person view with his MCG, dead, no chance. I was live streaming earlier today and was getting mad because I was dying 10 seconds after I spawned weather it be random bad luck or some guy with his MCG, and it only took a few seconds like I said. So your point is here on out invalid in every sense.


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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Old 2012-03-06, 11:54 PM   [Ignore Me] #7
Whalenator
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Re: Light Assault Ammo Drop


Originally Posted by Synapses View Post
What? Your kidding me right... you know the number one complaint I have about Planetside 1? I died so easily and so quickly and it had a rock paper scissor feel to it. To say that if you died in Planetside 1 you really messed up... Yeah right Whale. Thats probably the single most untrue statement ive read about Plantside. You died so quickly and easily in almost anything but tanks and BFR's. I come around the corner to a guy using third person view with his MCG, dead, no chance. I was live streaming earlier today and was getting mad because I was dying 10 seconds after I spawned weather it be random bad luck or some guy with his MCG, and it only took a few seconds like I said. So your point is here on out invalid in every sense.


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.
It seems like an SMG can kill a medium assault in two seconds if well-aimed.
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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Old 2012-03-07, 12:02 AM   [Ignore Me] #8
Synapses
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Re: Light Assault Ammo Drop


Originally Posted by Whalenator View Post
It seems like an SMG can kill a medium assault in two seconds if well-aimed.
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.
Welcome to modern shooter mechanics Whale. Get used to it. I love how this looks. I stated what my biggest complaint was in PS1, and that was ground warfare in CQC. This looks much more fluid and modern. Yes a little BF2ish, but still awesome in every way. I prefer to not have this BS that is strafing ad ad ad ad ad in PS1 or the rock paper scissor feeling of firefights.

*shrug*

I still respect you and love you whale, just dont agree to the comments on PS1.
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Old 2012-04-09, 10:12 PM   [Ignore Me] #9
Blackwolf
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Re: Light Assault Ammo Drop


Originally Posted by Synapses View Post
What? Your kidding me right... you know the number one complaint I have about Planetside 1? I died so easily and so quickly and it had a rock paper scissor feel to it. To say that if you died in Planetside 1 you really messed up... Yeah right Whale. Thats probably the single most untrue statement ive read about Plantside. You died so quickly and easily in almost anything but tanks and BFR's. I come around the corner to a guy using third person view with his MCG, dead, no chance. I was live streaming earlier today and was getting mad because I was dying 10 seconds after I spawned weather it be random bad luck or some guy with his MCG, and it only took a few seconds like I said. So your point is here on out invalid in every sense.


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.
On the same note, I've stayed alive with 10 health and no armor left longer then in full armor and health before. This while sniping and counter sniping. No joke 8 minutes strait on a wall with zero armor (doesn't matter what kind, 1 shot kills you at full health without armor from a sniper rifle), dodging sniping and counter sniping enemies without really believing that this actually happened.

Originally Posted by Whalenator View Post
It seems like an SMG can kill a medium assault in two seconds if well-aimed.
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.
.5 to 1 second actually. Jackhammer did enough damage to destroy armor and leave a Rexo with something like 75 health and 20-50 armor left (from 100/200). Second shot killed. Refire rate of .5 seconds means the first shot is free, the 1 second was for those who popped up Pshield or hit their medkit. Either way death followed quickly.

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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Old 2012-04-09, 10:34 PM   [Ignore Me] #10
Ruwyn
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Re: Light Assault Ammo Drop


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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Old 2012-03-07, 12:12 AM   [Ignore Me] #11
Sirisian
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Re: Light Assault Ammo Drop


Originally Posted by Synapses View Post
What? Your kidding me right... you know the number one complaint I have about Planetside 1? I died so easily and so quickly and it had a rock paper scissor feel to it. To say that if you died in Planetside 1 you really messed up... Yeah right Whale. Thats probably the single most untrue statement ive read about Plantside. You died so quickly and easily in almost anything but tanks and BFR's. I come around the corner to a guy using third person view with his MCG, dead, no chance. I was live streaming earlier today and was getting mad because I was dying 10 seconds after I spawned weather it be random bad luck or some guy with his MCG, and it only took a few seconds like I said. So your point is here on out invalid in every sense.
What? I'm a huge fan of long TTKs since it offers a player a choice about what to do especially in a big game. I find it kind of odd that you'd say PS1 had a TTK that was too short. Most kills took seconds compared to a modern game where a few milliseconds are required to kill someone with a few bullets. Mind expanding what you'd prefer? Are we talking about multiple seconds? Like where you put 30 rounds into a person before killing them? (Note, I'm not against that, but remember we have recharging shields).

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.

Last edited by Sirisian; 2012-03-07 at 12:14 AM.
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Old 2012-03-07, 12:22 AM   [Ignore Me] #12
Cosmical
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Re: Light Assault Ammo Drop


Originally Posted by Sirisian View Post
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.
Agree Agree.

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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Old 2012-03-07, 01:33 AM   [Ignore Me] #13
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Re: Light Assault Ammo Drop


Originally Posted by Cosmical View Post
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.
As the time to kill (TTK) goes up you end up opening the doors for a lot of gameplay choices (also destroying some other). Take PS1 for instance, you could easily jump through a door and shoot at people or run from cover to cover taking bullets left and right without dying because of damage degradation and low damage for each bullet. This meant players were forced to aim and land well placed shots. As Whalenator said if you died you knew you did something wrong. You ran behind the wrong cover, didn't fall back to a door when a tank was driving past, among other things. Basically you want the TTK to reflect how many choices you want a player to make. Right not it seems very well balanced. You have people tactically crouching at doorways shooting and others standing. There isn't a huge risk it looks like for stepping out and getting a view like in some games.

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).

Originally Posted by Cosmical View Post
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.
It's the exact implementation I wanted for it. I'm glad they went with that longer delay.
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Old 2012-03-06, 11:36 PM   [Ignore Me] #14
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Re: Light Assault Ammo Drop


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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Old 2012-03-07, 12:08 AM   [Ignore Me] #15
Whalenator
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Re: Light Assault Ammo Drop


I guess we'll have to agree to disagree then.
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