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Old 2012-06-06, 02:59 AM   [Ignore Me] #31
The Kush
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Re: Interpretations on Demo Combat Pace?


Yea it's wayyyyy too early to say anything about pace. Players spawned close to the base to create a lot of combat despite having a low population. When the game has more organized combat and the servers are more full we can talk about pace.
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Old 2012-06-06, 03:27 AM   [Ignore Me] #32
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Re: Interpretations on Demo Combat Pace?


The pace looked pretty good, the only thing that i thought was iffy was the loverator gun having pin point accuracy an a half second travel time
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Old 2012-06-06, 04:04 AM   [Ignore Me] #33
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Re: Interpretations on Demo Combat Pace?


If you guys are worried about grenade spam, why not just have them cost more resources? A grenade with the combination of a relatively long delay that isn't able to kill in one hit seems like a waste of time to me. Not only that, but if the maps are considerably more open than PS1, it seems to me that statistically speaking (with other things remaining constant) that deaths from grenades will be lower for that reason.

If the counter argument ends up being that they're hard to see, I'd rather have a grenade warning than nerf balls...
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Old 2012-06-06, 04:22 AM   [Ignore Me] #34
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Re: Interpretations on Demo Combat Pace?


Originally Posted by GreatMazinkaise View Post
Speaking of demo-specific combat flow... I assume everyone noticed that the only equipment terminals were at the forward staging areas?

That poor out of ammo MAX should've been able to resupply at one of the terminals in the base (they owned all 3 points), but there wasn't a terminal to be found.
I think it was said somewhere in the stream that (when a player in a max suit ran out of ammo), he would need to find a light assault class to drop him some.
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Old 2012-06-06, 04:50 AM   [Ignore Me] #35
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Re: Interpretations on Demo Combat Pace?


Originally Posted by KTNApollo View Post
TTK seemed pretty high compared to BF3/CoD. Quite enjoyable.
Sorta this. The TTKs seemed fairly arcade for what I'm used to, but I don't mind it that much in a game like Plantside where theres people everywhere.

Pace overall seemed good to me.
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Old 2012-06-06, 05:19 AM   [Ignore Me] #36
DviddLeff
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Re: Interpretations on Demo Combat Pace?


Looked spot on to me.

Really like that MAXs can be taken down with standard equipment if the player is good enough - AV shouldn't have to be used.
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Old 2012-06-06, 05:24 AM   [Ignore Me] #37
MacXXcaM
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Re: Interpretations on Demo Combat Pace?


Can't say TTK is too low here. Seems about right to be fun and strategic.
Must say, I'm very happy atm ^^
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Old 2012-06-06, 05:40 AM   [Ignore Me] #38
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Re: Interpretations on Demo Combat Pace?


Originally Posted by Shade Millith View Post
The flow of combat, from the demonstration, looked like complete and utter flipping shit, to be honest. There was no flow at all, and had the impression of a random server COD Deathmatch. That is not a good thing, in any way, shape, or form.

This is one of the things I'm hesitant about with the bases being so open. They're simply NOT defensible. It's an open air arena(Heck, that's what they were designed as apparently), not a base designed to be defended.

Hopefully, this is because of them being forced into a arena like situation. But, again, this is another thing I'm worried about.
First of TTK seems fine to me.

re: above, I know what you mean. Perhaps when outfits get involved and get organised we will get tanks holding down territory on one side of the base, Aircav supressing the towers while foot soldiers work their way through.

ps it was a 3-way so a bit of chaos is to be expected.
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Old 2012-06-06, 05:43 AM   [Ignore Me] #39
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Re: Interpretations on Demo Combat Pace?


Originally Posted by ringring View Post
First of TTK seems fine to me.

re: above, I know what you mean. Perhaps when outfits get involved and get organised we will get tanks holding down territory on one side of the base, Aircav supressing the towers while foot soldiers work their way through.

ps it was a 3-way so a bit of chaos is to be expected.
And most of the people probably didn't even know what to do, so all they did was run round and hope they found someone, whereas once we have played for a few weeks or a few months, the general population will be in a proper flow, and outfits will become the main way to have cohesive assaults/defences and such.
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Old 2012-06-06, 05:50 AM   [Ignore Me] #40
Shade Millith
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Re: Interpretations on Demo Combat Pace?


Originally Posted by DesertFox View Post
I think it was said somewhere in the stream that (when a player in a max suit ran out of ammo), he would need to find a light assault class to drop him some.
This is something that REALLY worries me.

If a Light Assault class gets the ability to spawn infinite ammunition, I'm going to be absolutely furious.
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Old 2012-06-06, 05:54 AM   [Ignore Me] #41
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Re: Interpretations on Demo Combat Pace?


Originally Posted by Shade Millith View Post
This is something that REALLY worries me.

If a Light Assault class gets the ability to spawn infinite ammunition, I'm going to be absolutely furious.
Why exactly does it worry you? I do agree that I'd rather see someone else than LIGHT ASSAULT do the ammo dropping, but I'm still not quite sure what worries you about it?

Also, we currently have no idea what will be the "go-to" class for most people. It may not be light assault, but fe. heavy assault.
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Old 2012-06-06, 07:39 AM   [Ignore Me] #42
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Re: Interpretations on Demo Combat Pace?


The TTK looks OK for now usually on 1vs1, but what will happen when we got normal number of players? Tons of ammo in air will cut everybody down in nanoseconds Especially on tanks.
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Old 2012-06-06, 07:51 AM   [Ignore Me] #43
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Re: Interpretations on Demo Combat Pace?


The TTK is REALLY good right now. Don't change it until we're in beta....we need to give it a try too.
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Old 2012-06-06, 07:52 AM   [Ignore Me] #44
Hmr85
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Re: Interpretations on Demo Combat Pace?


From what I saw the ttk on infantry looked great. It took a few shots to drop a guy. MAXS I am still up in the air about. When the people who had no clue how to play where playing them they seemed like they went down almost to easy From LMG fire which was some what distressing. But when a player that had a general clue played a MAX they came across as looking great and almost to pwerful. I'll reserve judgment on them come beta when I have a client in front of me.

Aircraft seemed like they had to much hp in my view. When you have 2 guns on a AA max and have to burn through a full clip and half to take mossy down at point blank range...I felt like it needed to be tweaked some.

All in all the game looked great. I realize things are more than likely going to change come beta. But I love the look of what I saw.
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Old 2012-06-06, 08:31 AM   [Ignore Me] #45
Xaine
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Re: Interpretations on Demo Combat Pace?


Originally Posted by DviddLeff View Post
Looked spot on to me.

Really like that MAXs can be taken down with standard equipment if the player is good enough - AV shouldn't have to be used.
Not 100% I agree with that.

I think that realistically you should need AV to being down a MAX, if all it takes is two people win assault rifles and a semi decent aim to bring one down in a few seconds then yeah, not sure I'm ok with that.

I mean if you get the drop on one and can put like 3 clips into its back at point blank range then fine. I just that that now, more than in PS1, they need to be more resistant to small arms fre. It should be doable, but pretty bloody hard.

My opinion anyway, and we'll see what it's like in beta. I could be very wrong.

Maybe having a few people kitted out as MAX busters when you drop into a base, as side arms actually seem to be pretty viable if you have an AV in your long arm slot.

Last edited by Xaine; 2012-06-06 at 08:34 AM.
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