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2012-06-05, 08:17 PM | [Ignore Me] #4 | ||
Master Sergeant
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To be honest, it feels slightly OP in its current build. Having high armor and high firepower, in combination with it being in the air is slightly overwhelming :P But ah well, these are just numbers that can be changed in the beta.
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2012-06-05, 09:24 PM | [Ignore Me] #6 | |||
Lieutenant General
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I noticed next to no wall defense gameplay either. The walls seem rather irrelevant right now what with bases being so open they can basically be ignored. |
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2012-06-05, 09:57 PM | [Ignore Me] #9 | |||
Master Sergeant
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I think once we see a more conventional offense/defense match up, and more recognizable pushes and lulls from longer travel times rather than a constant stream of respawns, the walls will be more noticeable. We're getting off-topic here, but I think it'd be a good subject for another post. |
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2012-06-05, 10:17 PM | [Ignore Me] #10 | |||
Captain
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2012-06-05, 08:19 PM | [Ignore Me] #12 | ||
First Lieutenant
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Gun is fine.
Lib flying over a base almost completely unmolested, even hover in place quite a while, so it can pound anything that moves into tiny red bits isn't a balance problem, that's a players being dumb problem. |
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2012-06-05, 08:49 PM | [Ignore Me] #13 | |||
First Sergeant
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Also guys, remember; there will be vehicle timers, as well as resource costs. For me, if I'm running around and see a liberator, sure I'm thinking "oh crap!" But I'm also thinking "Ohhh, nice juicy target!" One thing I am not loving however is the "new" modern EXP style of say 150xp per kill, maybe +25 or +50 for killing a vehicle etc. I really loved the PS1 style EXP system that rewarded you more for taking down players with long up timers and more kills. Also, nothing beats getting that rare but oh so satisfying 5000xp for nailing that pesky liberator with your Phoenix. Last edited by Knightwyvern; 2012-06-05 at 08:53 PM. |
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