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2012-05-26, 02:46 AM | [Ignore Me] #1 | ||
Major
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With MBTs using a secondary gunner instead of designated, I noticed a REALLY big problem that could appear. This is something I am INCREDIBLY guilty of in other FPS titles. Jumping in and out of a vehicle to avoid death and maximize K/D ratio.
The problem is this. With no designated gunner, people will jump into the secondary gunning spot on a tank for a ride, and for easy defended kills. But when the tank starts taking too much damage, they jump out and rocket the enemy within a flash. I do this ALL the time in BF3, and I don't think it'll fit in PS2. With aircraft, jumping out in a flash makes sense, you're not combat ready till you hit the ground, and probably not till a little later. With a ground vehicle though, you can just leap out and start firing whatever big gun you got on ya. PS1 didn't have this problem, you had enter/exit animations. You had to COME TO A COMPLETE STOP to exit. If PS2 allows leaping out, it takes out the tactical approach of just stopping. Now, I dunno if they have vehicles set to let you jump out on the go, or when you stop first, but think on it. If we can jump out on the go, a Sunderer NEVER has to stop, you just have people jumping out, no clue as to when or where to look for the troop load. So this is why I say - REQUIRE A VEHICLE TO COMPLETELY STOP BEFORE SOMEONE CAN EXIT! With this, you don't have jumpers firing a tank round on a move, and ditching it before you can fire back. If they want to avoid that final shot, they gotta jump sooner by spending time stopping and not spend time trying to get you back first. This keeps things much more fair and balanced. The devs have already given us a start up on a vehicle to keep it balanced where our old animations are no longer preventing speed take offs, so I am calling attention to this to make sure it doesn't get overlooked. In order to prevent ditching in mid travel and firing, and to keep it far more fair for the other person. I also think a good idea is adding in a small, 2 second delay for ditching, a sort of counter -start up. Just to ensure it stays more tactical. Edit: I didn't really think to specify, but ATV should still permit bailing, since it is a mobile scout craft, and it makes sense. If the Harasser ever gets back in with the open design, I suggest that it be allowed to bail too, as it is an open design. If people wanna bail with a tank, let them cert an EJECTION SEAT! Swoosh! Right into the sky! Last edited by Zekeen; 2012-05-27 at 01:59 AM. |
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2012-05-26, 03:11 AM | [Ignore Me] #2 | ||
First Sergeant
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'Please remain seated until the vehicle comes to a complete stop.'
While your reason for this suggestions seems honorable, I think the mechanic itself is antiquated and will leave an artificial aftertaste with anyone who dines on it. This is going to be a shoot 'em up game, not a field trip to the History Museum to see old, worn out restrictions on play. Remember, Higby is aiming for the FPS audience, and a hallmark of FPS games is Fast action. Forcing a player to come to a complete stop like a bus driver at a railroad crossing before exiting is an unnecessary and grossly artificial mechanic. You mentioned fairness. It is fair if both parties have the same options, and they will in PS2. If one party utilizes the game's features to a higher degree than the other, he rightly wins. Last edited by Pyreal; 2012-05-26 at 03:12 AM. |
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2012-05-26, 03:25 AM | [Ignore Me] #3 | |||
Major
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Same thing with a tank. If I jump out before you can deal the finishing blow, and while on the move, then you lose out on a kill. If I have to take the time to stop to bail out, I'm a sitting duck, if I escape, it makes more sense. And it makes more sense for a truckload of soldiers to have to stop to let them all off, instead of them just jumping out along the way. It made a lot more sense in PS1 than in games like BF3. Felt a lot better too. |
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2012-05-26, 03:34 AM | [Ignore Me] #4 | ||
Major
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Or maybe when you press the bail out button, your vehicle loses all power and control till it has stopped. (Not for aircraft) so that you are at a severe disadvantage if you want to bail early. Could apply to aircraft unless you have an ejection seat or jetpack.
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2012-05-26, 11:26 AM | [Ignore Me] #7 | |||
Sergeant
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God i HATED that! |
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2012-05-26, 08:18 PM | [Ignore Me] #9 | ||
Sergeant
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You guys are really silly.
Light assault units driving and then bailing out will not effect your battle in any way. They bail out, you kill them. It's not like they're going to pull a random rocket launcher out of their bag. They're drivers. Light Assault. Without their armored vehicle against yours, they're as good at dead. |
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2012-05-26, 04:04 AM | [Ignore Me] #12 | ||
In PS1 this wasn't really such a big deal as it took a few seconds to exit a vehicle, and vehicles had enough of a blast radius when destroyed that you'd often get killed trying to exit.
Either way though avoiding death is incredibly lame. It's no fun to be fighting someone and then not get a kill despite beating them in their vehicle. This goes for aircraft and land vehicles. A kill ought to be a kill. I don't think bailing from aircraft pilot/gunner seats or being able to instantly hop out of land vehicles contributes to the game in any way. |
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2012-05-26, 04:24 AM | [Ignore Me] #13 | ||
General
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I don't see anything wrong with infantry jumping out of sunderer while it's moving.
A few restrictions giving depth could be interesting. Say a full speed vehicle can't properly eject passengers/operators without doing some harm if at all. A vehicle going under a certain speed will let passengers out no problem, delay for operator. A vehicle at complete stop will let everyone out fine. The variables being speed, vehicle, occupants, and customization options (ejection seats?). But this could just be a trivial thing too. |
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