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2012-03-21, 09:17 AM | [Ignore Me] #1 | ||
Colonel
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Is there a list of vehicles currently planned for PS2? I checked the information thread and didn't see anything. I did find this http://wiki.planetside-universe.com/...ide_2#Vehicles and don't see anything that looks like artillery. Is artillery being considered for the game or does that kind of thing simply not go with this kind of game? I would think that it would, simply because if any game would support a slow reload, 5 mile range, indirect fire weapon, it would be this.
Also, I had not planned on making a topic about it but at the same link I posted above, a couple of paragraphs down, it mentions a player economy. Now, I imagine we don't know much about that yet, basically all I want to know on that right now is, did PS1 have resource gathering and/or an economy? |
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2012-03-21, 11:46 AM | [Ignore Me] #2 | ||
PSU Admin
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PS1 had no resources and no economy of any kind. I don't think we have anything confirmed on "Economy" yet for PS2 so I may remove that. All we know is that resources are required for upgrades etc.
The list there is pretty accurate - there is no Artillery that we know about yet and those are all the vehicles we know about although we have not seen them all yet. |
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2012-03-21, 11:59 AM | [Ignore Me] #4 | |||
Colonel
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I presume you guys would have similar hopes? |
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2012-03-21, 12:04 PM | [Ignore Me] #5 | |||
Lieutenant Colonel
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2012-03-21, 12:13 PM | [Ignore Me] #6 | |||
Colonel
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Ooh, Flail, now that I know the name I looked it up: http://wiki.planetside-universe.com/ps/Flail Bring back the Flail! |
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2012-03-21, 12:22 PM | [Ignore Me] #7 | ||
Private
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I think a lot of PS1 players would disagree with you
I believe the devs have said that they want to minimize situations where a player dies and has no idea why or where it came from, which was definitely an issue with the Flail. Of course, they can't remove surprise and uncertainty completely, because that's a huge part of tactics and strategy...but I support them removing some of the instances where someone is able to kill another player half a continent away. And yes, if it's in the game, it has to involve teamwork, no BF3-style mortars please. But as with everything else, we'll just have to wait and see in beta. I'm sure if it's something we all miss (or is in the game and isn't working well) it'll be adjusted. |
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2012-03-21, 12:26 PM | [Ignore Me] #8 | ||
You could hear the projectiles hit the CY the entire time while you got from the spawn tubes to the door...
Let's face it the out-of-the-blue Flail Kill is mostly a myth And in any case I would love to "divebomb" deployed Flails with my Scythe Last edited by FastAndFree; 2012-03-21 at 12:28 PM. |
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2012-03-21, 12:27 PM | [Ignore Me] #9 | |||
Colonel
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Also, artillery hunting could be a great mission for aircraft... Last edited by Stardouser; 2012-03-21 at 12:30 PM. |
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2012-03-21, 12:47 PM | [Ignore Me] #10 | ||
Corporal
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If we a re going to have artillery in any form in the game at launch im pretty sure it's going to be one of the following.
1) MBT mounted mortars or other indirect munitions. Could be made as a short range indirect assault weapon or a more longer range tool (hopefully with a spotter mechanic) 2) Off map artillery via the "leader" cert tree (could be interesting :P) 3) Some deployable, perhaps combat engineer could set up something? |
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2012-03-21, 01:03 PM | [Ignore Me] #13 | ||
Staff Sergeant
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In the beginning, orbital strikes were a lot rarer since you needed to have command rank 5 to use the big one. Also, since there was some indication of it being fired, if you were on the edge you could get out. The flail on the other hand was available to anyone who could afford to cert it, and there was no indication where the flail would hit. It became sort of spammy in that people would just fire at choke points such as doors and vehicle terminals. As far as using air as a counter goes, part of the problem was that often times people would set up in an opposing base, which meant they were surrounded by AA. The amount of effort it would take to kill a flail was often times not seen as worthwhile to the individual. Not to mention the fact that as soon as you killed one, chances are he would just pull another. Personally I think the flails were somewhat balanced in that there were limitations that you had to overcome to get one (either a cave link or a vehicle mod), but they just became really spammy once you could pull one.
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2012-03-21, 01:07 PM | [Ignore Me] #14 | |||
Colonel
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Was the range on a Flail so big you could do that, or were the bases that close toghether? If that was a concern, surely they could tweak it to prevent that. Also, maybe the laser for spotting could be visible? Or perhaps...visible to people with the right spec? |
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2012-03-21, 01:08 PM | [Ignore Me] #15 | ||
the problem with flails was, that when air superiority was lost, there was nothing you could do against 4 lazy flailspammers surpressing all entrys on a base.
and most of them even set up their flail at places where they could retreat into a warpgate or a capital shield where they were invincible. they kept spamming for free kills all day and when someone finally came to kill them, they retreated into the shields until danger passed and came out to keep on spamming. there was a teamwork component, with a soldier marking targets with a laserpointer, but the flail would also work without this. if we get artillery in ps2, i want something that cannot even fire until a laserpointer is used to mark a target. edit for stardouzer: flails could be setup in opposing bases to take advantage of the aa and the base shields
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! Last edited by Shogun; 2012-03-21 at 01:09 PM. |
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