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2012-12-11, 03:28 AM | [Ignore Me] #1 | ||
Major
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NC are always the factions thats get compleatly destroy in term of balance by the devs for some unrelated reason like (( NC OP myth back from PS1 jackhammer style ))
Yes NC can hold the ground blablabla we can lock continents but guest whats ? Thing arent Fair for everyones and the Metagame stuff is really imbalanced and create lots of issue Ok lets look at the ««« META GAME »»» elements thats have been introduced lately and how all this play out , Techplant = ability to respawn vehicules = 100 % valuable Biolab = selfregen = 0 % valuable Ampstation = turrets cooldown = 0 % valuable Actually whats the % means is how peoples care about the bonus and how it could affect the game outcomes , not been able to self regen or having a longer cooldown on turrets do not change anything to anyones concerning the overall outcome of the battles , Everyones will go all the way for the techplants because been able to controle the heavy armor tanks all over the maps and simply be sure thats almost no heavy tanks will cross the 1 km border around the warpgate is more than a HUGEEEE advantage and always decide who will lock or not the continents ! Thats said lets come to the main problems Esamir : Wap gate positioning : NC warpgate facing the TR warpgate , VS are aside more safely and can hold up more ground simply because their warpgate is far from the NC and TR ones , so most likely the two factions with the nearest warpgates will always be in direct and immediate conflict , its simply factual so Esamir is deeply in favor of the VS Esamir = single tech plant as soon as one team get the tech plant if they have few forces to hold it they will simply dominate the continents for sure since a tech plant can be hold by 20 to 30 guys agains 150 atackers with ease , atackers will simply get frustrated and are going to rage quit to anothers continents this will create pops imbalance in favor of those who hold the tech plants , because most peoples dont like to be kills by heavytanks while they cant respawn those on the front line to react and push -------------------------------------------------------------------------------------------------------------------------------------------------------------- Indar : NC warpgate is facing the VS warpgate and TR are aside more (( safe )) in the north same deal here but VS and tr ARE EXCHANGE All 3 tech plant are at a similar distance Tr ones is still a little closer to their warpgate , but HERE IS THE PROBLEM the NC techplant tawrich is in the direct line with the VS Warpath rigth at the frontline with VS so as soon as vs want to jump into the NC regions they have the first objective been the tech plant , while the VS techplant is more (( safe )) from the NC way back into their own lines So agains NC are the ones in the worst situation on INDAR ------------------------------------------------------------------------------------------------------------------------------------------------------------- Amerish : So basically Amerish is the worst of the 3 in term of balancing once more , the NC warpgate is facing another opponents VS agains this time but here is the Worst imbalanced problem in term of META GAME Nc and Vs techplants are like 2.5 km away from their warpgates , while TR have to travel the same distance to reach the VS and NC techplants TR as their own tech plant at 2 hex from their own warpgate so even if they loose it , its no big deal for them they just have to spawn back at 2 hex away from their and get as many armor as they want to steam rolls over their own techplants and take it back If this is not outrageously obvious for you it is for me , on amerish with the (( metagame )) components TR as a huge advantage on 2 of the 3 continents they are aside 2 time and they have one tech plant a few metres from their own warpgate ... ----------------------------------------------------------------------------------------------------------------------------------------------------------- If this is not outrageously obvious for you it is for me , on amerish with the (( metagame )) components TR as a huge advantage on 2 of the 3 continents they are aside 2 time and they have one tech plant a few metres from their own warpgate ... NC in the others hand got on all 3 continents a warpgate thats face another empire , they have absolutly NO highground on any continents , on indar they got the worst techplant positioning , TR as the highground on 2 continents out of 3 , they have a techplant thats is easily defendable and at few metres away from their warpgate ... Vs got the highground on esamir , but the same weakness as NC on amerish Vs got a (( safe tech plant ))on Indar way back into their lines far away from NC influence , nc could posibly lock the Vs warpgate before even touching the Vs techplant There is a huge balance problems in all this metagame Also the techplant = heavy vehicules respawn create a new phenomena , the Techplant camping , we are kinda forced to camp it or been camp in it wich is getting old and boring really quick this remind me Operation metro conquest 64 players in BF3 really boring anoying and kill the game as a whole this metagame DONT WORK and HAVE TO CHANGE A systhem thats create dynamics missions where the ressources , can be put up on certain regions and can depleate and merge to others is a WAY better metagame elements where we could experience more base and play on more various spot of the maps .... The current systhem is BAD why ? because it lead to force the figth toward the same bases , who as mostly all the same layout , also the reward for biolab and ampstation are worthless and the bonus for the techplant is way to huge , all this play out really bad and the techplant camping doorway is getting old really fast At least for now they should give the NC one warpgate set apart on indar or amerish and they should work to change some techplant location and also change the current metagame element to create a more dynamics and game changer elements to create more variety in where you should figth to get meaningfull bonus Here are the continents to be analysed look at the tech plant positioning and tell me this isnt ridiculously imbalanced Last edited by Stew; 2012-12-11 at 03:45 AM. |
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2012-12-11, 05:55 AM | [Ignore Me] #5 | ||
Corporal
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I believe this was the intention. In the early days of beta NC seemed to be getting a serious amount of players, to counter this the other two factions were given a reduced cost for vehicles and eventual stronger starting positions. However after multiple weapons tweaks there was an exodus of "goodtime" nc players to the other two factions.
Can't say I'm not enjoying fighting like a demon for every inch of ground though |
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2012-12-11, 04:46 PM | [Ignore Me] #6 | |||
Major
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And here we are ending in a non competitive environement where a NC players are to be as twice as coordinated and have to be 1.5 to 2 X time better to do the exact same thing this isnt inteligent this is imbalance to have a competitive environement both team if in equal numbers as to have the exact same chance to do good , if one side have a edje weapons wise , or anything the game isnt balance anymore |
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2012-12-11, 04:49 PM | [Ignore Me] #7 | |||
Major General
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2012-12-11, 06:34 PM | [Ignore Me] #11 | ||
Major
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Triangle peg in a square hole. We all learned in kindergarten that they just don't fit.
It's far to late to remake the maps to work better in a 3 sided battle. The devs wanted to get the max amount of space out of the hex based maps and that lead to them all being square. That alone borked balance right there in not only of where a base lays but to how much of the map one faction will have by default. Look at Indar and Amerish. In both TR has the odd WG out in the distance. With having that WG it gives them damn near that entire half of the map by default. Base hexes are the same, but the TR outpost hexes will cover more land than those of the given to NC or VS by default even though the total number of outposts are the same. If all 3 factions are holding just their starting number of bases/outposts it will look as if TR own half of the bloody map! A square map looks great and really maxes the play area within it. But at far to much of a cost for a 3 sided war. If the other maps coming out in the future are square as well them that's going to be more of the same. Maps need to be either round or in a tri shape of some kind for there to be a balance. If they're not then one side will always have more land than the others without having to work for it even though the number of outposts are the same. Once more- Triangle peg, square hole. |
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2012-12-11, 07:09 PM | [Ignore Me] #12 | ||
Captain
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WTF did i just attempt to read?
NC are always the factions thats get compleatly destroy in term of balance by the devs for some unrelated reason like (( NC OP myth back from PS1 jackhammer style )) Priceless.
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Last edited by Pella; 2012-12-11 at 07:11 PM. |
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2012-12-11, 08:57 PM | [Ignore Me] #13 | |||
Major
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the jackhammer in Ps1 is the worst shotgun ever made The scatter canon are the worst AI weapons of all 3 factions most weapons on any factions are sligthly better than the NC ones and easyer to handle the NC got the worst positioning on everymaps for the most part NC in Ps2 are the outcast its factual and ps2 isnt ps1 remember that Last edited by Stew; 2012-12-11 at 08:58 PM. |
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2012-12-11, 07:22 PM | [Ignore Me] #14 | ||
TR and VS weapons at close range are op i have to say. their rate of fire far out weighs the damage on NC weapons. i have fired at TR before and they have turned round and cut me in half. thats on my Ha with a powerful weapon. it looks balanced on paper but its not. the ROF is too high on tr and vs weapon to make up for nc dmg. either nc dmg needs to be higher or tr and vs ROf needs lowering.
i have played a TR HA and i cut people to shreds at close range but at distance they suck lol. i can snipe with the NC HA weapon and have on a good few occasion shot snipers with it firing single rounds down range as fast as i can at good distances. there is still tweeking to be done and i hope they sort it soon as playing NC is frustrating atm due to weapons and players
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Where Eagles Dare cossiephil http://www.twitch.tv/cossiephil http://www.youtube.com/user/cossiephil1 https://www.facebook.com/Guyvergamingtv |
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2012-12-11, 08:15 PM | [Ignore Me] #15 | ||
Sergeant Major
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You have a really Good point about the techplants.
On Indar, if the VS push NC, we hit Tarwich and the south first. Our techplant is probably the safest, exept maybe Mao up north Esamir is pretty much fair game for the tech plant, with NC being at a slight disadvantage due to being stuck on both sides. The VS warpgate here is off-set, so unlike Indar North, we struggle to hold Ymir Biolab and the eastern regions Amerish sucks. I hate that map. Both the NC and the VS techplants are on the front lines, and the TR one is right next to their base. If we lose the techplant, TR has an easy tank-augmented push to our gate. Meanwhile, we have a couple shitty outposts with no towers to defend. |
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