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2012-09-21, 11:04 PM | [Ignore Me] #6 | ||
Captain
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Its perfect. Return of the AMS. Maybe even too strong with that endurance and ability to transport whole squad. There will be nerfs. At least i expect return of noAMS zone around deployed AMS like in ps1. They can take too much damage to allow them stack too close together.
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2012-09-22, 02:12 AM | [Ignore Me] #7 | ||
First Sergeant
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Yea, the return of the AMS was great. There are actually front lines now and fights last much, much longer than before, but we do need some limitations on these things. Following along with the zerg tonight, we had like 5+ AMS's crowded around the out-posts.
The new cost of the sundy seems fine to me. I was able to keep my sundy long enough tonight that by the time I needed to get another I had already made back most of the resources. We don't want these things to be so cheap that they are constantly spammed and flooding the bases. They need to be placed tactically and supported as they are the fights life line. Last edited by bullet; 2012-09-22 at 02:15 AM. |
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2012-09-22, 03:45 AM | [Ignore Me] #9 | ||
First Sergeant
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The change to put the MS features was absolutely proper. The galaxy was just way too versatile. Both vehicles have their place atm.
One major issue tho. The Sundy is not stable, leading to it being tipped over by either the smallest bump or traffic accidents. Apparently, flashes and lightnings can drive under a Sundy unharmed. Unfortunately, that leads to the Sundy likely tripping, killing all inside of it. With ground movement being so clustered in certain areas, this is a serious issue that leads to extremely impacting accidents and trolls. Also, the 450 alloys (or w/e the yellow one is called) cost is fine. Seems high on paper but not actually the case in-game. Last edited by Arovien; 2012-09-22 at 03:46 AM. |
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2012-09-22, 04:07 AM | [Ignore Me] #10 | ||
Sergeant
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I actually think the cost is not high enough. You really accumulate resources quickly. Also, thinking about the future... How will the xp implant effect this as well?
I love how the changes force the fight on the ground. The vehicle timers are not long enough as well. Also, thinking about the future... How will certification points attributed to spawn speed, effect this? Lastly, cert points seem to be at a sweet spot in regards to accumulation speed. Great changes and looking forward to the next update.
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Scythe iPimp'ology I http://youtu.be/yuWPPZVhX3c Magrider iPimp'ology I http://youtu.be/hO08Rw1onbw |
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2012-09-22, 05:09 AM | [Ignore Me] #11 | ||
Private
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I like it. Instead of Gal spam, we have Sundy spam. Witch works out fine because you can kill a Sundy, unlike the Gals, who can survive an Deployed Prowler pumping 50 AP rounds into it in about 30s.
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RoninShogun: Go through the back door and attack their spawn tubes. If we're quick and aggressive, they'll be helpless. KamiGaijin: Yes, because no one ever expects a sudden penetration of their rear and assault on the reproductive area. |
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2012-09-22, 10:43 AM | [Ignore Me] #12 | ||
Contributor General
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I like it too.
I think the gal was the wrong direction.... it was too obvious so to compensate the devs had to make it tougher and tougher. The MS Sundy is fine in itself and it's not too tough. If survivability is an issue which I think it will be, then add a cloak. |
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2012-09-22, 01:15 PM | [Ignore Me] #13 | |||
First Sergeant
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2012-09-22, 05:05 PM | [Ignore Me] #15 | |||
Lieutenant General
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Noticed people on PS2 forums were thrilled by the effects of the change. Still afraid of pure Sundy transport role being competed out. So still prefer a pure ams. Galaxy spawning should IMO be limited to squads (at most platoon) rally point. That would interfere least with the hot drop role and avoids AMS obsoletion. That would make them have their own niche without bringing the entire empire. Role definition is important, otherwise in half a year we are back where we started. |
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