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2013-02-26, 09:34 PM | [Ignore Me] #3 | ||
Private
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I still use the Enemy Activity option more, due to it being easier to read. It would be neat if switching between Territory Control and Enemy Activity was tied to a key in the map screen. So, like, I could hit space to see the activity and hit it again to go back to the control view.
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2013-02-26, 09:51 PM | [Ignore Me] #5 | ||
Private
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Also, maybe a little bit off topic, but in hope you read it Mr Higby:
I would love to be able to rightclick and set waypoints on the deploy map as well, just like on the big map. Esp. when leading a squad or platoon, this would save precious seconds to set new waypoints for your folks. |
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2013-02-26, 11:20 PM | [Ignore Me] #7 | ||
Master Sergeant
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I'm still of the opinion spawn proximity should just be scrapped, the player should be able to spawn where he chooses (without needing to tediously spawn hop across the map). We still desperately need a friendly forces overlay, similar to enemy activity, this is something that would help when lone wolfing but is simply necessary for leading platoons.
I also think AMSes should be rebalanced so that an AMS can only spawn a capped number of units over time. Right now you can drive an AMS offensively into a tech base and spawn hundreds of players instantly. The sunderer should remain the most important and powerful vehicle in the game, just giving it the ability to spawn 100s of infantry instantaneously is a bit much. Another improvement would be to allow AMS to filter their spawns to squad, platoon, and outfit members only. The defensive spawns have been the best feature added to this game since release. However that is determined seems good, and it would help even more if players could auto deploy (without using redeploy) to defensive spawn points, without needing to use instant action or redeploy. Yes I know players can redeploy then view the defensive spawn locations, but if you take into account real life player behavior having those defensive points instantly useable will give more lone wolfing and casual players easier access to good fun fights. Last edited by phungus; 2013-02-26 at 11:24 PM. |
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2013-02-26, 11:36 PM | [Ignore Me] #8 | ||
Major
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The hotspots are good for quickly glancing through the continental map.
But the Enemy Activity chart is my favorite tool in finding a good fight and assessing areas of interest. It's a good visual tool due to the colors. One can see if there is activity around the red area of it's merely isolated. Sometimes one area is an isolated incident, while another red zone will be surrounded by peripheral contested areas. What's the difference? An isolated red means you got no fight to fall back to when you lose that area. |
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2013-02-26, 11:49 PM | [Ignore Me] #9 | |||
Master Sergeant
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2013-02-26, 11:32 PM | [Ignore Me] #10 | |||
Contributor Major
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I find that it's failing to do the most important thing: Show you and put you where your teammates are actively capable of winning a battle.
The hotspots system still seems to drop me into hopeless losses, insta-gibs, or fights that are already over. As a result, I would prefer: 1. A better indication as to the location of friendly forces. The map says "Enemy Platoons Detected", but makes no indication of the strength of friendly forces in the region. 2. To be placed at a nearby spawn point, rather than drop podded, and given a waypoint to where I should be headed. Heck, use the EQ2/SWG/FreeRealms "path in the 3D world" waypoint indicator system if you must - it's effective.
Last edited by Tatwi; 2013-02-26 at 11:36 PM. |
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2013-02-26, 11:38 PM | [Ignore Me] #13 | |||
Colonel
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edit: didn't see you meant feedback on the current changes, nevermind
__________________
ZulthusVS, 34/5 DARK Last edited by Zulthus; 2013-02-26 at 11:39 PM. |
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2013-02-26, 11:46 PM | [Ignore Me] #14 | |||
Master Sergeant
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Ultimately I think hotspots and instant action is more about getting joe casual into a place where he can have fun. On that line my friend's main problem with instant action is that you can do it once, then it's done. If he drops into an area that wasn't a good drop, or a battle that was good but then is won or lost quickly, he's stuck. It wouldn't be an issue at all if he dropped into a bad battle, died and then could pick himself up and go somewhere else, but right now with how things work he often finds himself unable to figure out where to go or what to do because the instant action timer is up and there isn't really any other means to find a fun fight for him. |
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2013-02-27, 10:24 AM | [Ignore Me] #15 | |||
Sergeant Major
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However, and this may answer your question... what filter? The UI isn't really explained anywhere. I just look where the most bubbles are and IA there. |
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