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View Poll Results: MAXes costing resources:
Yes. 32 45.07%
Yes, instead of timers. 5 7.04%
No. 19 26.76%
This question is far too delicate for yes/no answer. 15 21.13%
Voters: 71. You may not vote on this poll

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Old 2012-04-07, 06:35 PM   [Ignore Me] #1
NewSith
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MAXes costing resources.


Okay, so I was sitting in a thinking place and figured out that there should be some limiting factor to prevent MAX spam... PlanetSide clearly showed that Timers do not give the proper limits, for I myself used to be a member of an outfit, that considered MAXes a part of the conventional (werner) warfare, being always blamed for that.

What do you think about MAXes limited not only by timers but also by the resources?
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Last edited by NewSith; 2012-04-07 at 06:37 PM.
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Old 2012-04-07, 06:37 PM   [Ignore Me] #2
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Re: MAXes costing resources.


I'm curious about something. It's already been stated that you can pull as many vehicles as you can afford through resources, if there was a timer limit, I missed it. Why then is unlimited MAXes spam but no one's talking about tank spam, reaver spam, etc?
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Old 2012-04-07, 06:39 PM   [Ignore Me] #3
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Re: MAXes costing resources.


Originally Posted by Stardouser View Post
I'm curious about something. It's already been stated that you can pull as many vehicles as you can afford through resources, if there was a timer limit, I missed it. Why then is unlimited MAXes spam but no one's talking about tank spam, reaver spam, etc?
Vehicles are vehicles.

Heavy armored, heavy hitting infantry is still infantry, but overpowered against others of its niche.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-04-07, 06:41 PM   [Ignore Me] #4
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Re: MAXes costing resources.


Another question, are MAXs immune to weak infantry weapons? ie, light assault bullet based weapons. For that matter, are tanks immune to light assault weapons?

It may seem a dumb question but when I think of a MAX with thick armor, infantry assault rifles penetrating it isn't my first thought...
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Old 2012-04-07, 06:44 PM   [Ignore Me] #5
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Re: MAXes costing resources.


Originally Posted by Stardouser View Post
Another question, are MAXs immune to weak infantry weapons? ie, light assault bullet based weapons. For that matter, are tanks immune to light assault weapons?

It may seem a dumb question but when I think of a MAX with thick armor, infantry assault rifles penetrating it isn't my first thought...
Though we can only assume, but a (VS) MAX from PlanetSide in hands of good operator was hell breaking loose, because only AV was able to take it down effectively, the only AI weapon that could stand a chance against him was the MCG with golden (AP) ammo.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2012-04-07 at 06:59 PM.
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Old 2012-04-07, 09:49 PM   [Ignore Me] #6
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Re: MAXes costing resources.


Originally Posted by Stardouser View Post
Another question, are MAXs immune to weak infantry weapons? ie, light assault bullet based weapons. For that matter, are tanks immune to light assault weapons?

It may seem a dumb question but when I think of a MAX with thick armor, infantry assault rifles penetrating it isn't my first thought...
MAXes were resistant against small arms fire that would normally tear through infantry, instead being more vulnerable to AV weaponry.

The big whine fest we're dealing with here is that MAX suits can go indoors and are supposedly impossible to kill without AV weapons. Having piloted MAX suits myself, I can assure you they whine without cause. MAX suits die plenty fast to larger numbers of small arms fire, and are typically outnumbered 4 to 1.
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Old 2012-04-07, 10:08 PM   [Ignore Me] #7
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Re: MAXes costing resources.


Originally Posted by Blackwolf View Post
MAXes were resistant against small arms fire that would normally tear through infantry, instead being more vulnerable to AV weaponry.

The big whine fest we're dealing with here is that MAX suits can go indoors and are supposedly impossible to kill without AV weapons. Having piloted MAX suits myself, I can assure you they whine without cause. MAX suits die plenty fast to larger numbers of small arms fire, and are typically outnumbered 4 to 1.
Interesting, what about this - how fast can MAXes move and can they ride in vehicles? Galaxies even if not smaller ones?
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Old 2012-04-07, 10:48 PM   [Ignore Me] #8
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Re: MAXes costing resources.


Originally Posted by Stardouser View Post
Interesting, what about this - how fast can MAXes move and can they ride in vehicles? Galaxies even if not smaller ones?
Galaxies and Sunderers had 2 MAX positions in them. They moved at about the speed you might while walking through waist deep water. The exception being when they hit their auto-run, at which point they lose the ability to shoot their weapons and build up speed slowly until they ran about as fast as light tanks.

Turn rates were somewhat slow and clunky too, compared to infantry. Killed a number of them with AP rounds from Pulsars and gold ammo from MCGs (damn that was fun! unloaded half a clip into one's back and he died before he even half turned around). So it's not like they were especially difficult to kill. Anyone smart enough to carry a clip or two of gold ammo could kill them. Granted VS had a huge advantage of instant AP mode on the Pulsar, but the Lasher (their HA weapon) had a TTK of 20 seconds against MAX suits and no AP mode to speak of. The other HA weapons had a TTK of I believe 9-11 seconds with normal anti-infantry rounds.

I rarely took up AV certs, and still managed to hit bronze MAX killer. And I prided myself on being a foot soldier in both indoor AND outdoor combat. I also almost never used the Decimator, the primary anti-max weapon. I prefered sniping them with a Lancer when I did use the AV cert.

I suspect I would have gotten more then just bronze if I spent more time sniping them with Lancers and focusing on them, but again a lot of my time was spent sniping infantry, not tanks or MAX suits.

Last edited by Blackwolf; 2012-04-07 at 10:52 PM.
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Old 2012-04-07, 10:50 PM   [Ignore Me] #9
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Re: MAXes costing resources.


Originally Posted by Blackwolf View Post
Galaxies and Sunderers had 2 MAX positions in them. They moved at about the speed you might while walking through waist deep water. The exception being when they hit their auto-run, at which point they lose the ability to shoot their weapons and build up speed slowly until they ran about as fast as light tanks.

Turn rates were somewhat slow and clunky too, compared to infantry. Killed a number of them with AP rounds from Pulsars and gold ammo from MCGs (damn that was fun! unloaded half a clip into one's back and he died before he even half turned around).

I rarely took up AV certs, and still managed to hit bronze MAX killer. And I prided myself on being a foot soldier in both indoor AND outdoor combat. I also almost never used the Decimator, the primary anti-max weapon. I prefered sniping them with a Lancer when I did use the AV cert.
Ahh...so they can only ride in Galaxies and Sunderers? Basically, the reason I wondered about that is because I'm kind of guessing that MAXes aren't very good as attackers unless they can be dropped right into an enemy courtyard.

Here's the biggie: Are you going to be able to spawn as a max on galaxies, now that they are the respawn points?
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Old 2012-04-07, 06:49 PM   [Ignore Me] #10
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Re: MAXes costing resources.


This is totally premature. You are assuming it will be a problem. I have seen every indication that a player that is properly equipped will be able to destroy their intended target quite effectively. There is no need for such limitations until we see that it would be needed.

Too many MAXes will mean lots of kills for me, as I will just equip to kill them. Any good squad will have a mix of units, therefore keeping the enemy guessing or reequipping.
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Old 2012-04-07, 06:51 PM   [Ignore Me] #11
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Re: MAXes costing resources.


Originally Posted by EVILPIG View Post
This is totally premature. You are assuming it will be a problem. I have seen every indication that a player that is properly equipped will be able to destroy their intended target quite effectively. There is no need for such limitations until we see that it would be needed.

Too many MAXes will mean lots of kills for me, as I will just equip to kill them. Any good squad will have a mix of units, therefore keeping the enemy guessing or reequipping.
Well, you don't have to be a genius to figure out that cloakers, light assault and medics most likely won't have the means to kill a max in a vanilla situation. And 3 classes out of 6 is 50%.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-04-07, 07:07 PM   [Ignore Me] #12
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Re: MAXes costing resources.


Originally Posted by NewSith View Post
Well, you don't have to be a genius to figure out that cloakers, light assault and medics most likely won't have the means to kill a max in a vanilla situation. And 3 classes out of 6 is 50%.
You assume much. I bet it will be easy to sneak up and plant C4 on a MAX as an infiltrator. Other classes will likely have effective weaponry as well.
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Old 2012-04-07, 07:15 PM   [Ignore Me] #13
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Re: MAXes costing resources.


I'd definitely say MAXes need a timer as well as resources; they have the firepower of small vehicles and shouldn't be as easy to acquire as standard infantry kits.
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Old 2012-04-07, 07:19 PM   [Ignore Me] #14
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Re: MAXes costing resources.


MgFalcon: What are the differences in roles/functions on the battlefield between Heavy Assault and MAXes?

Higby: They're similar but the MAX is more of a pure class, the Heavy Assault class you're doing trade offs. As a MAX you can have a really good AI as well as a good AV and AV/AA at once - so I'm [as a MAX] a little bit more versatile at any given time. with the Heavy Assault you're swapping out your rocket launcher for an MCG.

MgFalcon: So on the field you'd have to go back to the terminal to swap them out?

Higby: Yeah, exactly! You can swap them out in between dying or on the respawn screen pretty easily, but really the Heavy Assault is supposed to be one of the main AV classes, he has a shield he can deploy so he can walk out hit his shield and be sitting their blasting away tanks and take virtually no damage. A MAX doesn't have that kind of ability, he's gonna take damage when up against a tank. MAXes are gonna have a respawn time, you're not gonna be able to get MAX back to back to back if you're dying really quick, MAXes will probably have a resouces cost which Heavy Assault won't have. So Heavy Assault is more actually infantry class and MAX is more a hybrid between an infantry and vehicle.
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Old 2012-04-07, 07:17 PM   [Ignore Me] #15
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Re: MAXes costing resources.


Originally Posted by EVILPIG View Post
You assume much. I bet it will be easy to sneak up and plant C4 on a MAX as an infiltrator. Other classes will likely have effective weaponry as well.
Yes, but we're strating to derail. 1v1 is one situation, but even 2v2 is already different. This poll is not about "how weak MAXes armor is" it's about how to prevent the spam. Because they ARE going to have vehicular weapons, while being infantry, that's not even an assumption. And even without armor, they will still remain glass cannons people prefer to use. Especially in an f2p game, where ethics is usually rare.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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