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PSU: the best way to screw????
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2013-07-28, 11:03 PM | [Ignore Me] #46 | |||
Lieutenant Colonel
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I ussually play solo - in base attack where there are friendlies. I play really aggressive and die a lot. Usually this means dying where you cant be revived in any timely fashion so you respawn.
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2013-07-28, 11:09 PM | [Ignore Me] #47 | ||
Sergeant Major
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As well, suicidal play is one of the most efficient ways to play this game. When you're in a meat-grinder like a biolab, where you're trying to push into the lab via the teleporter or landing pads, it isn't the "cautious players" who poke their heads out of the shield fields and pop back in when they take damage who take the base. It's the fools who leroy jenkins as deep into the base as they can and gain ground who do so- and that takes dying an awful lot.
When a biolab fight starts, the K/D of everyone involved probably drops 50%. lol |
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2013-07-29, 12:51 AM | [Ignore Me] #48 | |||
Contributor Lieutenant Colonel
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2013-07-29, 03:23 AM | [Ignore Me] #49 | |||
Captain
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the cert grind can also promote blind rushing. if you go slow and be tactical, you don't gain any certs. Last edited by moosepoop; 2013-07-29 at 03:24 AM. |
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2013-07-29, 09:01 AM | [Ignore Me] #50 | ||
I somewhat agree with this, its a slightly romantic notion of a small force fighting off a large enemy.. But it used to happen in PS1. It really doesn't happen that often in PS2, extremely quick revives without limit are surely one of the big reasons behind this.
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2013-07-29, 09:19 AM | [Ignore Me] #51 | |||
Lieutenant General
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Say you can heal 5 people total, a zerg will run out sooner than a small group. Besides, since that small group is usualy on the defensive, they'll have access to a nearby fixed spawn. They simply have less need for INFINITE revives. Zergs on the other hand can have 20 die and then one medic revive all 20. That small group would have no chance if that medic wouldn't run out of bandages. Last edited by Figment; 2013-07-29 at 09:21 AM. |
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2013-07-29, 10:23 AM | [Ignore Me] #52 | ||
First Sergeant
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The idea of an inventory to tailor their specialities of healing gel and revive grenades for the support classes - focussing on the medic though and as a dedicated medic I'd welcome it as opposed to an ammo counter. As well as just echoing the points made by Figment and those in a similar stance; the idea of having more thought behind the revive rate than just looking for the next dead body is a good step I think.
This should also pave way for non-medics to think more about what they're doing rather than just throwing themselves endlessly into harms way (both attack and defense) - ergo you don't need a "spawn cost" mechanic as much because per life to rez does actually mean alot more. Thats just my marginally wandering off topic interpretation though. |
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2013-07-29, 10:48 AM | [Ignore Me] #53 | |||
Lieutenant General
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2013-07-29, 11:46 AM | [Ignore Me] #54 | ||
Major
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You know what if they change the medic class i might as well just stop playing. So far everything i have liked in this game they have changed at some point, dumbing it down and making it nowhere near as fun. The medic class is the last straw for me.
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2013-07-30, 02:04 AM | [Ignore Me] #56 | |||
Second Lieutenant
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In order for a lot of this to happen though we have to get away from the lattice system as it is now. IE: If you don't zerg you fail. Anyone remember those little 12v12 skirmishes? I miss those, don't happen nearly enough anymore. Now with that being said the medic wouldn't be the only class touched with a change, if they change anything with the medics infinite revives you can be damn sure the engineer is going to get hit as well. |
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2013-07-30, 06:20 AM | [Ignore Me] #57 | ||
Major
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It's not though is it? It's people getting pissed off for the sake of something and falling off the high horse. It's not game breaking.
And like Kestro said, if they change medic then engy will have to be changed, then every other class to 'balance' around these changes. Last edited by PredatorFour; 2013-07-30 at 06:22 AM. |
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2013-07-30, 07:10 AM | [Ignore Me] #58 | |||
Lieutenant General
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"Dumbing down" would imply "increasing the ease with which something is done and reducing the need for tactical choices".
INFINITE revives (for example):
Basically, infinite revives dumbs down the tactical side of the game tremendously in favour of large groups and at the cost of tactical play of small groups. Actually, it is when used in large groups, it completely removes attrition as a valid strategy for small groups. Attrition is the basis on which guerilla warfare works.
Medic and Engineer are the only two units with INFINITE supplies of repair/heal. No other classes would be affected by a change to finite healing or repair. |
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2013-07-30, 08:51 AM | [Ignore Me] #59 | ||
Major
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Ok, had this game been designed like PS1 environments then yeh i would be for this. But this is a BF clone, on a massive scale. So it works imo. If it was closed spaces where you had chance to take heed of who needs healing first then you could determine who got your juice. In an open mass frantic killfest that is PS2, you can't really make a decision who needs it the most, as most of the time people are dead in 2 seconds anyway.
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2013-07-30, 08:57 AM | [Ignore Me] #60 | ||
Lieutenant General
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So basically, you're saying it's the most dumbed down fight game in the history of medic design because there's no decision making involved, whatsoever.
Then at least you can't complain they'd dumb it down by changing it. |
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