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2011-09-04, 02:12 AM | [Ignore Me] #16 | ||
Corporal
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planetside was perfect in my opinion, your entering a warzone so you needed a moderately large ammo supply to keep you stocked.
its a balancing act planetside because different situation require different things when your making the first push to a base trying to break the defences you need a larger ammo supply and less utility because you'll be pumping out a lot more rounds at a lot of different targets. once inside the base you dont need so much ammo but more utlity stuff grenades and the like. that set having the abilty to rearm squads in the field would be good, I play a lot of TF2 at the moment and having engineers in PS2 with simlair abiltys to the TF2 one would be great for setting up forward fire bases. |
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2011-09-04, 07:54 AM | [Ignore Me] #18 | ||
Lieutenant Colonel
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For me PS didn't have enough ammo, with Rexo and MA/AV combo I never had enough shots for my Pulsar if I got into an extended fight where I had the chance to take down multiple people.
However with PS2's class system and lower TTK this should be less of a problem. Now with regards to resupply, I think you should allow engineers to set up resupply points around the map, pretty much just an equipment terminal that allows you to restock ammo (or perhaps weapons as well) but not change armour. |
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2011-09-04, 08:48 AM | [Ignore Me] #19 | ||
Major General
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I don't see how in theory we can just magically make equipment appear from the environment. Anyways. Guess what guys, there is this ability in PS1. It's called an Aegis Shield Generator that you can charge with your glue gun. It provides all the ammo needed, same as a regular term.
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2011-09-04, 09:18 AM | [Ignore Me] #20 | |||
Colonel
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2011-09-04, 02:58 PM | [Ignore Me] #21 | |||||||
Colonel
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So if you carry a pulsar and pistol and saw a limit of 6 ammo pouches on the armor type you could grab 0 to 5 pulsar "magazines", 0 to 5 pistol ammo. You'd see most people grabbing say 5 pulsar magazines then 1 pistol ammo. That's around 240 bullets. Depend on the TTK that's still a ton of kills without resupplying. (Not saying weight can't work though).
I too prefer this type of system. I've never liked the "ammo pool" idea. Working in terms of magazines is nice. I'm not even saying this for the realism aspect. It just seems nice since it gets rid of that shoot 2 bullets then reload mentality which is prevalent in PS.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2011-09-04, 07:28 PM | [Ignore Me] #22 | ||
Contributor PlanetSide 2
Game Designer |
Ammo needs to be limited. One of the bigger design failures IMO was when they changed AV weaponry. They increased vehicle armor by 2x but increased ammo capacity for AV by 3x. The net effect of this was AV weaponry became spam weaponry.
The ammo capacity was so high that you could just shoot at anything and everything with them because you had more ammo than you needed and didn't care. It was detrimental to MAX outdoors especially. It also led to mass spam of AV like seeing no less than 30 strikers in the air at any given moment over a TR base, or vehicles not being able to approach a NC base without getting railed by half a dozen phoenix. In the early days when ammo capacity was low (but more effective against vehicles) you had to make those shots count, and missing was painful - you might not have enough to kill a tank. Secondly, ammo scarcity encourages teamwork for classes that can supply ammo. This is obvious in the Battlefield games where one class has ammo boxes and the other classes rely on that class. Engineer being a great example. They only have ~4 shots, which is a lot of vehicle kills if they count, but not enough that they can just spam shots (unless sitting on an ammo box). And AV rounds also burned through ammo boxes a lot faster. Ammo is a fundamental balance aspect to the game. It must absolutely be limited, and the more scarce the better. Customization options should exist to enhance ammo capacity and it makes for a good tradeoff. BFBC2 did this and it was quite good. Ammo scarcity goes hand-in-hand with lethality. The more lethal/effective the weaponry, the smaller the ammo capacity (generally speaking). Otherwise suppressive fire increases and you have more stagnation. Ammo will already favor defenders if there are deployables that can re-arm. For the issue of running out of ammo, I like the idea of picking up kits from dead soldiers. It's a good way to do it and you're stuck with whatever customizations that player had whom you looted, so it has a natural tradeoff. |
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2011-09-04, 09:00 PM | [Ignore Me] #23 | ||||
Colonel
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My preference is for ammo pool. |
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2011-09-04, 09:08 PM | [Ignore Me] #24 | |||
Colonel
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2011-09-05, 12:53 AM | [Ignore Me] #25 | ||
First Sergeant
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I liked the amount of ammo in PS1.
If you were in a standard base fight with standard base fighting gear, you would generally die before you ran out of ammo, assuming you werent a pussy bitch who hopped out when nobody was there, sprayed their clip down an empty hallway, and jumped back to cover sweating bullets. The only times I ever noticed myself run out of ammo were the following times: - I was fighting a bunch of retards who didn't know how to aim. - I was sniping and staying alive for a very long period of time, after which point the game became even more fun, not only did we have to take out the snipers with limited amounts of ammo, we had to fight our way to their corpses to steal their ammo. - I was in my pilot suit with medkits, glue, glue gun, CUD, REK, and only room for one box of gauss ammo. In that case, you really are sacrificing ammo capacity for the ability to carry all the support necessities of battle, which was fine with me; If I'm stuck in my pilot suit, I ought to be at the back of the battle rezzing people and taking a few shots if the enemy gets too bold. The system was really great, the only reasons you should run out of ammo was if you were playing really well (in which case there ought to be plenty of corpses around), you could be playing in an environment you didn't belong in (pilot in an infantry fight), or you weren't aiming (you deserve it baddie!). |
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2011-09-05, 02:13 AM | [Ignore Me] #28 | |||
Colonel
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Everyone will have their own thoughts on this. Some might prefer it to drop on the ground and let the nanites dissolve it like a vehicle. Others prefer to cycle magazines. That is you can see all your magazines when you press r and hitting it more than once cycles the magazines so you never just "throw away a magazine". I prefer to cycle a fixed amount of magazines sorted by the amount of ammo replacing the emptiest magazine when you resupply. So I can fire say 20 rounds then cycle magazines to a full one and go back to the near empty one if I choose to. (Providing suppressive fire with a group for instance). Then again I am a fan of complexity in games (as stated in my previous ammo threads).
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2011-09-05 at 02:15 AM. |
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2011-09-05, 02:25 AM | [Ignore Me] #29 | ||
Captain
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It's a good thing that Matt Higby most likely wants to make PS2 approachable for new players, not overcomplicated...
The most important aspect of ammo management is having to reload, at is may cost you your life if you sprayed-and-prayed, or tried to reload in an unsafe place. Anything else, like total ammo count, is only decoration. If you run out of ammo, it either mans that you're doing good, or you're a really bad shot. :P |
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2011-09-05, 02:33 AM | [Ignore Me] #30 | |||
Colonel
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I really just hate the "ammo pool" weapon style. It's boring and doesn't matter whether you spray or what not. I'd like to have players conserve their ammo to cut down on all the spam. (Thumpers ESPECIALLY) |
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