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2003-06-11, 08:21 AM | [Ignore Me] #31 | ||
Contributor Master Sergeant
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I was really hoping for platoons, as well.
As for orbital strikes, while larger outfits might have more points to burn, a well organized smaller outfit (in theory) could use the strikes to help gain more outfit points in the long run. A little extra strategic power. But, that all depends on the cost and how the strike really works on the ground. As for the changes to the hacking certs, how will those affect hacking vehicles themselves? It seemed to be left off the list if hackable items and I'm curious if anyone has head one way or the other.
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-Bad Mojo- Jack Burton: I don't get it Lo Pan: Ah! Mr Burton, you were not put upon this earth to get it! |
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2003-06-11, 09:03 AM | [Ignore Me] #33 | ||
Nice
A part of what will enhance deffence, is with Towers draining NTU it will be possible, not easy still, but possible to WIN a deffence sittuation. Also with not allowing a hack on a base when your linked base is hacked, this will also force people to take back positions instead of ignoring the fact that they are loosing a facility and jumping on. As to Adv Hacking love... it's about time! I've had Adv hacking sense Beta first thing I ever got, now I can finally be special and fuzzy and needed for spending my 2 extra cert points! Wish the platoons were there, but seeing as I barely use squads anymore I don't know why. Just use Outfit chat and be in an outfit where you know what you're doing. Everyone gets more XP, no one gets the CEP dicking unless they want it, everyone is happy! I've never liked the sanc strike idea, not untill alot more things are ironed out about the actual fronts! As to vehicle reloading/repairing pads... I think this is unfortunate as Engineers are gonna be less usefull except in the field. Currently within my outfit we all carry tank ammo, because we run 4-10 vanguards at a time. This allows reloading in the field and requires coordination that others don't use. Putting an instant reloader and repairer just asks for people to sit in front of it smiling while a LOOOONG line forms behind them! But we'll see All in all pretty stoked! PAX
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The only real test of Courage is the last! |
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2003-06-11, 09:17 AM | [Ignore Me] #36 | ||
Engies and hackers still didn't get enough love (I'm not even going to mention medics). Hackers need to be able to earn outfit points if outfit points are going to start counting for things and be this meaningful.
I can't see what's so tough about adding platoons compared to some of the stuff they are adding. Sanctuary strikes are the one realy motivation in this game to conquer certain continents. Even if there's bonuses for certain bases, it's pretty much all the same no matter what continent you're on.
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2003-06-11, 10:05 AM | [Ignore Me] #37 | ||
Second Lieutenant
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I'm impressed. They are listening to the fan base. The most exciting changes are the no leapfrogging and spawning in a hacked base... BIG thumbs up.
The benefits for having facilities is nice too, gives incentive to defend them. Also NTU's are becoming more and more important so maybe we can see more escorted ANT runs (which I think is fun). |
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2003-06-11, 10:22 AM | [Ignore Me] #38 | ||
Sig Mastah!
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I suspect that with the balance of all the changes, engineers will be more useful instead of less useful. Fact is, taking down the spawn tubes is more or less going to be a requirement for capping, and you are gonna want an Engineer handy to bring them back up after the cap goes thru. There will be less people asking for vehicle repairs, but that isn't a bad thing at all.
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[ Been a while, desu ne? ] |
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2003-06-11, 10:33 AM | [Ignore Me] #39 | ||
Sergeant
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Hacking infs are going to find taking towers with the 5min timer difficult to say the least! They'll have to get the hack while a team goes downstairs to camp or destroy the tubes at the same time.
Spawning in a hacked base is cool. Maybe they should add an extra spawn room or two. No more empire specific weapons? We'll have to whine about the same ones indefinately?? |
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2003-06-11, 10:50 AM | [Ignore Me] #40 | ||
Contributor Captain
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Im happy that medics are finally getting something useful. The command abilities might make being a commander useful for something other then waypoints and battleplans...
Well, atleast now after we hack a base we dont have to worry about the people destoying the generator. I hated having to kill those idiots. |
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2003-06-11, 11:18 AM | [Ignore Me] #41 | ||
Sergeant
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The only reason I can think of them not putting platoons is the number of outfits still being quite low - and the number of active outfits (i.e. multiple people on at once) might be lower still.
Of course some might argue that outfits aren't gathering because platoons aren't there. |
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2003-06-11, 12:21 PM | [Ignore Me] #43 | ||
Corporal
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To get around the issue of the orbital strikes benefiting larger outfits that have an abundance of outfit points with which to work, and penalizing smaller ones that have less, I hope they make the cost of calling one down a percentage of the total outfit points and not just a fixed cost.
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2003-06-11, 01:38 PM | [Ignore Me] #45 | ||
I think all the people arguing that "spending outfit points for orbital strikes is bad" are ignoring an important detail.
A small outfit is likely to have ONE high-level commander, where the larger 'en-mass' style outfits could end up with several... so your "outfit-point income / commanders who can use them" ratio should be relatively constant across outfits. No biggie. And we don't have any idea of how much it will cost, nor how much damage an orbital strike will do, or how much warning people will have. 1 point? 1000? No idea. And we also don't know what else people will be spending those outfit points on. More decals in more obvious locations? The right to upload their own logo? Cert points spent on specific certifications (everyone in this outfit has an AI MAX cert)? We just don't know. So don' worry, be happy. |
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