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2013-04-21, 03:37 AM | [Ignore Me] #1 | ||
Second Lieutenant
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What do you like about it and what do you hate about it? I like the standardized cap times however I hate the lack of needing to stay on a point to continue capping it.
Spawn camping was and always will be a problem, there's no getting around it with the way you spawn in Planetside. However now the only objective when you cap a base is to spawn camp, no need to hold what you've capped. What have you guys noticed on this? |
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2013-04-21, 04:31 AM | [Ignore Me] #3 | ||
I quite like seeing pop % per hex as the pie chart and not surrounding territory held.
I think these cap times will need to increase when the lane system comes in. Someone should have to stay I believe for the cap to go through. Or have a mechanic like the REK: PS1 got around this by having a hackable control center via a REK utility The software did its job after a short interaction (like comprimising a PS2 gen) and the soldier could stay or leave, but then it was open to resecure and a 15 minute hack could be rendered (and frequently was) neutralised at the last second. I would be all warm and happy if this came back. Trade up offensive utilities for capture abilitiy. You need a cap guy in your squad or as a lone wolf you must carry a REK
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2013-04-21, 04:47 AM | [Ignore Me] #4 | ||
Master Sergeant
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I have noticed that the new system is made for ghost cappers. And it is the most boring thing there is. There needs to be something to make the cap go faster, since maybe 1 out of 1000 captures is when defenders actually try to get a base back after being locked to spawn room.
I'd even go for extremes. When the scu blows up, remove the shields and pain field from spawnroom and make the base get captured in 30s-1min. That gives defenders one more push to repair scu and if they fail, there's no 5min "let's do nothing" moment. The way it currently is, after scu blows up, defenders just farm the idiots that actually run to look at the spawn room and after the base is finally captured, they die. Why not make it easier for everyone? |
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2013-04-22, 05:46 AM | [Ignore Me] #5 | |||
Captain
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2013-04-22, 06:38 AM | [Ignore Me] #6 | |||
Master Sergeant
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2013-04-21, 04:40 AM | [Ignore Me] #8 | ||
Lieutenant Colonel
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on its own it doesn't mean very much and encourages backhacking and ghost hacking. However, with the hex changes with the lattice implementation, it actually works fairly well. I think that it will mean people will actually have to learn to fight against other forces that are expecting them or are actually holding to some sort of strategy. i think that hack times need to be a little longer at least for main facilities (10 mins to 15 would be awesome) but it works otherwise.
i think that added to that, most facilities need to have gen rooms that are fully enclosed and can't be shot into from windows. likewise i think that gens need to be added that control the benefits flowing to/from each base, or have midpoint facilities work in such a way that similar tactics can be used with dropping a gen or two to sever a link, even if you cant hack the facility.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. Last edited by p0intman; 2013-04-21 at 04:42 AM. |
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2013-04-21, 01:26 PM | [Ignore Me] #9 | ||||
Major
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Eh, I like the sentiment, but it might piss off the casual crowd to require the "Sniper/Spy" class to flip bases... ...Anything we could do with Deployables? I'm thinking perhaps a Device to replace the Recon Sensor that would activate after being set down for a period of time that would make the Control Point think someone from your Faction was standing there. What do you guys think?
Anything that rewards playing Smart over playing Fast is good in my book. |
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2013-04-23, 08:11 AM | [Ignore Me] #10 | |||
First Sergeant
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2013-04-21, 09:36 AM | [Ignore Me] #14 | ||
Major
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i like it, i was going to say that they should change it so the more people on the point, the less it takes to cap (no 6/6 limit as well), and that one person ghost capping a base should take like an hour, but then i realised my logic was flawed, in that sometimes large groups go out and ghost cap, so adding in what i just said would make their job easier and shorter....
so i approve. standardising cap times is a good change, and i like how they removed having to stand on the point to cap faster. although, they need to remove the 0/0 thing, it is pointless and makes it feel like a place holder... |
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2013-04-21, 09:44 AM | [Ignore Me] #15 | ||
Major
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They just need to make the defenders recap timer faster than the attackers, so if you leave the point and it get flipped back it's a proper set back.
PS1 used to have it reset the timer if you lost it even for a second, much more tense
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