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2004-01-08, 06:17 PM | [Ignore Me] #3 | ||
Major General
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Ok, I like this design for draining a lot better then the old one, this is more of a siege system. They defenitely need to change the system for infiltrators, though. Even with the much-touted silent run upgrade and the ability to infiltrate through the shield at will, it dosen't change the fact that they can't do anything of meaning.
Both this, and the shield generator for the gen should be OBO upgrades. And where the hell is our details on Beyond BR & CR? Fame & Glory?
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<Doop> |
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2004-01-08, 06:26 PM | [Ignore Me] #4 | ||
Major
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I dunno it seems like they took 3 steps forward and 2 steps back with this revision. First of all, no equipment or vehicle terminals is ridiculous and basically renders infiltrators useless. Since infiltrators are the only people who can actually get into the base, that makes the attackers basically useless.
And don't get me started on the ANT and Flail draining scenario. They need to cut those times down dramatically. Say the first vehicle must be an ANT, and it takes 10 minutes, and every additional vehicle (be it flail or ANT) takes a minute off the timer. I am all for increasing the viability of facility defense, but not by turning a base assault into a ridiculous array of conditions that bring it down to the point of pure dumb luck. Seriously, if you have defenders inside the dome sitting in reavers it is going to be virtually impossible to keep the ANTs sapping without a tonne of AA outside. It will require 30+ people all with specific roles to actually capture a base in a reasonable amount of time. 10 in ANTs, 10 in flails, and 5 skyguards. And that doesn't help you out at all if the defenders decide to roll some armor into the area. |
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2004-01-08, 06:54 PM | [Ignore Me] #6 | ||
Private
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To be honest, and I havent played the game yet, but 30 poeple each with a specific role makes the game sound much better than 30 people running around aimlessly and then,by fluke capturing the base ...
Just an opinion, and as I said with very little game type experince to back it up but ...
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BR3ACH |
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2004-01-08, 07:30 PM | [Ignore Me] #8 | ||
Yeah this makes ZErging the only way by Stopping zerging its kinda a wierd thing, i like the acctivated by enemy density shield
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2004-01-08, 08:52 PM | [Ignore Me] #10 | ||
First of all, an infiltrator is not screwed. A small squad is not screwed either.
A small squad of infiltrators works better. Four infiltrators, three with Boomers and the other with a weapon to pull guard (or a Jammer to detonate), can drop spawn tubes. Or three infils, to drop generators. That will require supreme amounts of skill, and it will separate the suck-ass wanna-be commandos from the skilled players who know how to avoid death. I was under the impression there was possibly going to be a shield generator as well, but that didn't seem to make it in the cut. This does a lot to tie up defenders, and distract them from defense. It means they have to watch their gates and back doors. It means when they see that icon pop up that the gens are down, that some of them are going to head down to root the bastards out, and the others will probably be looking around watching for an infiltrator to stab them in the back. Coordinated assaults, rather than Korean War-era human waves, will teach zerg-dipshits and shitbag commanders how to work together. It will finally give outfits a new niche to fit into- seige warfare. Instead of an outfit being a place for ready-made pickup squads it means that outfits will desire to get their names out there by showing that they can drop shields faster than anyone else. It means they have another purpose. Seige warfare inspires teamwork and cooperation, and for the mindless lemmings who haven't figured that out, there's a completely new world out there called OUTFIT that gives people a place to find like-minded individuals. |
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