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2012-05-23, 04:16 PM | [Ignore Me] #137 | ||
Colonel
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This following is about vehicle customizations such as tank smoke, radars, jammers, repair systems/fire extinguishers, ejection seat, etc, basically, anything electronic or other than weapons. There are some of these things I oppose existing, but this is not about that, so for the purpose of this post you may disregard that and presume that I accept them all.
That said, I believe all of those things should be able to be equipped at once. ie, you shouldn't have to choose between radar types or choose jammer over flares. Realism should never be pursued for realism's sake, but I will mention realism here because the mind of a player knows that in real life, a vehicle could indeed have all these things installed. And it's good for game balance too, as aircraft and vehicles will be on equal ground in terms of these electronic things. You may be thinking that this hurts the game in some way but this is not so. There are still plenty of other things that can be customized. Obviously there's all the cosmetics, but weapons are a huge customization. A vehicle can't carry dozens of weapons, so there's still plenty of customization to do there; rockets, cannons, whatever else we saw in TB's video. Aircraft fully loaded with air to ground weapons will still be at a disadvantage against aircraft with air to air missiles, for example. But the electronic and non-weapon, non-cosmetic stuff should all be able to be equipped together. And you might ask, isn't it overpowered to have both jammers and flares? No, because flares should not be unlimited in how many you carry, and jammers should not be 100% effective, rather, they should serve to decrease the range that radar can see you and/or that lock-on missiles can lock you, not block them 100% effectively. Last edited by Stardouser; 2012-05-23 at 04:19 PM. |
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2012-05-23, 04:20 PM | [Ignore Me] #139 | ||
Brigadier General
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Well I'll be. You are right. It seems the "big gun" for the Lib is listed as the tail gun, while the PS1 Lib tailgunner role is listed as the belly gun. I'm actually pretty suprised by that because I had assumed that the layout would be the same, just replacing the bombadier with a gun you can aim.
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2012-05-23, 04:25 PM | [Ignore Me] #140 | |||
First Lieutenant
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Snide comment aside, your proposal doesn't make much sense, I mean why stop with the equipment customization, remove all guns and just have one that is equally effective against eveything, right? That's the whole point of the sidegrades, that you have to choose how you wanna play by choosing the proper equipment and NOT just have all of it all the time. |
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2012-05-23, 04:31 PM | [Ignore Me] #141 | |||
Colonel
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Think of it this way, if you want: I believe the sidegrade system should only apply to the weapons systems. You can still spec out AI/AA/AV, that is not changed. Your objection of "have to choose how you wanna play by choosing the proper equipment and NOT just have all of it all the time." would only be valid if I were suggesting that a vehicle be able to carry all weapon types at once, which I am not. To give you a tank example, why should a tank have to choose between 6 shots of smoke and some other thing? The smoke launcher hardly takes up any space at all. And I know what the point of all this is, but I think having vehicles be more electronically equal to each other would be better, and there's certainly no lore/tech lore reason for it to be this way. Last edited by Stardouser; 2012-05-23 at 04:34 PM. |
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2012-05-23, 04:33 PM | [Ignore Me] #142 | ||
Captain
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Some of those tail guns in MrBloodworth's post look like they should be belly guns... camera guided? Sounds more like something for the 'bombardier' seat than the tail gunner seat to me.
If you're meant to swoop in with the pilot gun, and then damage with the belly gun, are they saying the tail gun is for the climb out? It works, I suppose - but doesn't that sort of limit the liberator to that one tactic to be most effective? |
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2012-05-23, 04:46 PM | [Ignore Me] #144 | ||
First Sergeant
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Which as far as I've seen only ever appears at extreme close range and when you have damaged them (perhaps also when they fire). If you see someone coming towards you at a distance with this camo on you will only ever know it is an enemy once it has already fired on you, which then makes it unfair, especially if I'm in a vehicle with faction colours. Also test shooting them is not exactly advisable since team damage is in the game.
I'm all in favour of these kind of camo's but it would be preferable if there was at least some faction colours visible at a distance from the front (like a stripe running from its nose to its tail). |
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2012-05-23, 04:58 PM | [Ignore Me] #145 | |||
Second Lieutenant
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2012-05-23, 05:09 PM | [Ignore Me] #146 | ||
Private
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I'm concerned about the prospect of identifying targets what with the vehicle skins. Seems to me that if a TR or VS had a blue or goldish looking skin I might ignore it, but if an NC vehicle looked like an enemy I might blow it out of the sky.
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