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2013-02-07, 12:37 PM | [Ignore Me] #1 | ||||
Captain
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So I was cruising through the Idea Vault and found this comment:
Typical zerg commander sentence: "Ok zerg, we are going to go to <capture poitn name> then once we capture it, we will go to <capture point name> by going <insert travel plan here>." Zerg commander sentence AFTER the ambush: "Well holy f*ck tards, we got our asses handed to us. Maybe we need to rethink our plan off attack. Maybe meet up at <capture point name> in groups, attack from different directions, <various other attack plans needing multiple strategies>. Problem solved, no? Edit: Grammar. Last edited by HiroshiChugi; 2013-02-07 at 12:42 PM. |
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2013-02-07, 01:15 PM | [Ignore Me] #3 | ||
Private
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Artillery and Low Profile tank destroyers? That would be perfect for defending AMP Stations and Tech Plants and even other smaller bases.
With the artillery I like the idea of low ammo supply as well as low reload time and zero stealth capabilities. Maybe add very weak armor and slow speed as well. And for the tank destroyer. Out maneuvering and hitting it in the sides and rear would be a good tactic because is has max armor in the front and low on the sides and rear. |
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2013-02-07, 04:01 PM | [Ignore Me] #8 | |||
Private
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Shooting behind a small hill or crest is a much needed ability for groundforces.
It should mark the artillery outomatically on the map after a couple of rounds are fired, to prevent invisible, permanent deathrain - you should have to relocate your arti if you fired your rounds. It should have a relatively short range (definitely not further then 300m). I'm more thinking of small mortars instead of giant howitzers. It wouldn't be fun to have unreachable Zephyr launchers that bombard you. Tank destroyer isn't needed. AP Turrets already do a good job at sniping enemy tanks.
There's no "think" in a zerg. It's a mindless horde basically. You can guide that by simple orders (provided only one does it, and it's consistent). Demand complex tasks and everything will fall apart. "What? Walk around that outpost? Screw that, i'm going to crown(tm)." Last edited by Killjaeden; 2013-02-07 at 04:12 PM. |
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2013-02-08, 07:49 AM | [Ignore Me] #10 | ||
Major
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I would prefer it if you could build a stationary anti-tank cannon with a restricted firing arc with an Engineer, or maybe with some kind of special construction vehicle. (Maybe this could be a buggy cert, since Anti Tank guns are typically towed behind a jeep or similar vehicle)
They wouldn't have a lot of traverse, and would be imobile, but pack a mean punch with AP shells. |
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2013-02-08, 08:08 AM | [Ignore Me] #11 | ||
IIRC back in development the dev's weren't keen on adding vehicles that did indirect fire like an artillery piece and I can't say I disagree with them.
I was never big into the indirect weapons of Planetside 1, the Flail, Radiator or for that matter the NC's Phoenix missile launcher. Which I hope has had a major make over for it's return this month because any weapon you get to use while hiding your ass inside a building or behind a mountain is super lame imo, in Planetside 2 it would be even worse. NC would never need to leave the spawn rooms. I need to go walk off my rant anger now
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2013-02-08, 08:45 AM | [Ignore Me] #12 | ||
Sergeant Major
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A specialist tank-destroyer turret for the Lightning could work well IMO - give it very high anti-armour damage but zero rotation (and have it buff the Lightning's front armour too, if possible).
With it's speed, low profile and light armour the Lightning is a natural fit as a tank-destroyer - it's already reliant on ambush tactics if it ever wants to kill MBTs, this kind of specialist turret would just reinforce that and give it the tools it needs to actually make a success of it. |
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2013-02-08, 09:30 AM | [Ignore Me] #13 | |||
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2013-02-08, 06:36 PM | [Ignore Me] #14 | ||||||
Staff Sergeant
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in the game encourages grouping because it's the most effective way to get certs quickly and easily, and there's no penalization for it. Zerging is a symptom of the game design, so the most effective method in dealing with it would be to treat the cause rather than the symptom. Deal with the why rather than the how. Simply giving players a tool to deal with massed enemies could turn into a double edged sword, since the zerg could take that tool and use it themselves.
I believe they already have AV versions of the MANA turret in the works.
while I would love changing the magrider into something more analogous to the other tanks (which would be easier to balance), I'm pretty sure most other people would oppose this.
Sent from my SAMSUNG-SGH-I777 using Tapatalk 2 |
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2013-02-08, 10:50 PM | [Ignore Me] #15 | ||
Contributor Major
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If you want to slow and attrit a zerg, I know no better way than a PS1 minefield ringed by Spitfire turrets.
We need to revive the concept of the minefield as an area-denial weapon. You can't do that with three or four killer-diller mines. Only with lots of relatively weak ones.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
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