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2013-02-05, 04:05 AM | [Ignore Me] #31 | ||||
Contributor Major
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Also would like to add that "influence" is a pretty silly system. Losing a location even when you're holding a capture point is pretty dumb game design. The attackers aren't winning, so why should they win? Makes no sense. Last edited by Tatwi; 2013-02-05 at 04:08 AM. |
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2013-02-05, 05:58 AM | [Ignore Me] #32 | |||
Major
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2. We had lockout timers on bases in beta but those lockout timers where not long enough for them to do anything. If I remember right it was 5 min. But the consensuses was that they had to be 15-20 min long for them to have any effect. Probably need 60 min for it to have the desired effect yuo're after, so SOE decided to remove them instead. And trust me 5-10 min is way too short time for them to have any real effect at all you wont even have the time to regroup in 5 min. The fight will just continue on as nothing happened. And your belief that Galaxy AMS is going to make players to spread out more was also proven wrong in the beta. All the Galaxy AMS does is rendering all ground vehicles close to totally useless. Trust me the AMS from the galaxy was removed for a very good reason. |
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2013-02-05, 06:01 AM | [Ignore Me] #33 | |||
Major
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Or do you mean if the attackers hold B and C but defenders hold A they still loose? IE influencing two capture points will win over some one that only influence one? Yea that's really silly Last edited by Sunrock; 2013-02-05 at 06:06 AM. |
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2013-02-05, 07:19 AM | [Ignore Me] #34 | |||
Your example does make sense; seems right to me that you cannot capture a base to utilise it's resources if you have no link to your warpgate enabling your empire to actually use those resources. Edit - Or as Sunrock says, do you mean losing when the attackers hold more points than the defenders? Either way, makes sense and works very well. Edit 2 - in fact it is possible to lose a base even if you hold 2 points and the enemy only holds one. Happened about a week ago at Regent's Rock; I was involved in a minor push into VS territory, but we were out in a salient, surrounded on 3 sides; our influence was so weak that this is exactly what happened and our attack failed. I've no problem with this; a push deep into enemy territory should be a risky move. Time to regroup at Tawrich! Edit 3 - I would like to see the Galaxy made a bit more useful; something like a short duration squad only AMS could fit nicely into the game. It needs to be a bit more than a one use flying bus. Last edited by psijaka; 2013-02-05 at 07:39 AM. |
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2013-02-05, 03:30 PM | [Ignore Me] #36 | ||
First Sergeant
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You and I may disagree on this point. Being shot out of an orbital shuttle in a small pod that you can maneuver seems a WAY COOLER alternative to jumping out of an airplane.
And, I can fit the beacon in my pocket!
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2013-02-05, 03:52 PM | [Ignore Me] #37 | ||
Brigadier General
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Gal AMS was indeed fun to fly, i loved it.
But the effect it had on the metagame was cruel. It pretty much destroyed all attempts to have a frontline, as you could just pass whatever defence was set up and deploy a gal wherever you wanted. It shall not return. |
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2013-02-05, 11:52 PM | [Ignore Me] #41 | |||
Major
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People say this but it simply wasn't true. Galaxies are huge, and easy to spot. Every aircraft in the sky, and every AA on the ground guns for them. It was actually often harder to get an AMS into position when it was the Gal than it is for the Sundy. All removing Gal AMS really did was make Towers/Biolabs much harder to assault. It used to be awesome to land on a Biolab landing pad, deploy an have people taking cover under it's shield wings, and a huge fight for the pad ensues. Now it's some awkward game of float up the lift, throw grenade, die an repeat. You could argue it led to more ninja capping of outposts. But those are still ninja capped all the time now. Since anyone can pull an ESF, and just fly right to them anyway. |
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2013-02-06, 05:46 AM | [Ignore Me] #42 | ||
Lieutenant General
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Sifer, you talk about this fight for the airpad, but you ignore that it meant there was no fight over the courtyard nor the outposts.
That the Bio Labs have silly elevators and teleporters is a separate problem. But towers wern't hard to take and certainly didn't need to be made easier. Harder in fact. The Crown being the exception due to the threeway occuring there that makes it impossible to approach because two sides prevent any advance of another side. The Crown is one of those bases that should have a single capture point and instant flipping, if not a very short timer. |
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