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2012-08-01, 09:30 AM | [Ignore Me] #16 | ||
First Sergeant
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The length of the argument doesn't increase its validity.
The consensus seems to be what was said in my first post. (with 1 line) Finally, "Not shooting is always missing" assumes 2 things: There's a target, and the target is worth shooting. This target may be worth shooting, but it hasn't presented itself to get shot as its been shot at (in vain) plenty already and everyone missed. Need to wait for the Devs to be open to it to shoot at it. Currently, they don't look it. Last edited by Hosp; 2012-08-01 at 09:33 AM. |
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2012-08-09, 08:18 AM | [Ignore Me] #17 | ||
Private
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I think the main reason for the class based system is more over to reinforce team play and stop the "spam" of 1 loadout beats all mentality. There was that in PS1 if you had the cert points you olny needed 1 loadout and you could win on foot but it had a "jack of all trades" feel. With 1 heavy wepon 1 assult rifle 1 medic tool and 1 body armor repare tool.
Normaly if you did this in any other FPS you would die alot but with PS1 it worked way to well most the time. The class system balences that out with more realistic mesures as, what medic have you ever seen walking arround with a chaingun in any other shooter? |
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2012-08-09, 09:21 AM | [Ignore Me] #18 | ||
Private
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I think that figs whole point was that if you had a chaingun, you wouldn't be able to carry as much medic stuff. If you balenced the number of slots everything takes up PERFECTLY I don't see any issues with it other than the devs sticking with what they got. I would love to see this implemented alongs side the gun customization system. This would give the game so much more depth, and as Fig said, give people who arn't zerging a boneified chance, rather than "Lets go airdrop ourselves behing enemy lines, get cought by the zerg, and get sliced up faster than a food proccesor slices cucumbers!" A skilled two man harrasment squad would be able to hold their own in a well planed assualt against an unorganized, unskilled, zerg team. This is one of the best ideas I have seen. If it is not implemented, you should find another mmofps that is willing to implement it, like whenever they announce PS3!
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2012-10-23, 10:43 AM | [Ignore Me] #19 | ||
Major General
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I think they could keep the class system (without free form inventories) but still allow players to mix-n-match certain equipment from other classes using load-outs. The limiting factor being battle rank. This would allow for more control over the items that can be used in this fashion. They could also make the cross-class items work in a lesser fashion then they do if using it under the main class.
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2012-10-23, 12:17 PM | [Ignore Me] #20 | |||
First Sergeant
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2012-10-23, 12:33 PM | [Ignore Me] #21 | ||
Lieutenant General
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In essence that would have a similar effect.
The main difference is that with classes the amount of ammo you carry is fixed (and can never even hypothetically be setup to be exchanged). That's something I don't like about that as it's less prone to (having to) trade-off. Hence you might also think in terms of utility belts vs ammo belts here (forget it, I'm Batman, you can be Robin). I've before hinted at a combination of inventory and that system to create enhancements as extra incentives to use specific classes. It could mean for instance that a medic can revive while other classes can only heal. And/or heal unlimitedly while others can only do so much (see reasoning behind slots for juice/glue). |
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