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2012-06-24, 08:01 PM | [Ignore Me] #31 | ||
Second Lieutenant
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It's not like PlanetSide 2 is the first game to feature faction-unique items. Even ignoring the fact that PlanetSide featured them (and was generally considered balanced), there are myriad examples of games with faction-unique items that are perfectly balanced. In fact, the most popular competitive game of all time, Startcraft, features three factions that are substantially more unique than the factions in PlanetSide 2 are going to be.
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2012-06-24, 08:23 PM | [Ignore Me] #33 | ||
Second Lieutenant
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So 2 NCs with Jackhammers pop around a corner and see 2 TRs with MCGs.
If they all start shooting (focus fire) I'd expect the NC to win because of the higher alpha strike. 1 TR will drop basically instantly, and then it's 2 vs 1. |
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2012-06-24, 08:30 PM | [Ignore Me] #34 | ||
Lieutenant General
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PS1 had more imbalances than PS2 will likely have, due to much fewer ES weapons.
For example, every faction can have the burster max, shield, no jump jets for VS max, and you can tweak weapons to be more like the other factions. It wasn't a problem in the first, how can it be a problem in the second? |
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2012-06-24, 08:54 PM | [Ignore Me] #35 | |||
First Sergeant
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2012-06-24, 09:01 PM | [Ignore Me] #36 | ||
Corporal
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I hate games that try to do a Rock,Paper, Scissor balance. I hate that approach to design. Every faction should have its strengths and weaknesses. Avoid situations that allow an enemy to exploit your weakness and allow your strengths to excel. If a weapon makes someone choose another faction than that weapon most likely is obvious unbalanced to the extreme. For me planetside faction choice is a personal thing based on faction lore, belief, style, and outfit allegiance.
Update: And you have to remember that higby said weapons/vehicles will be customizable to the point that they can get close to their factions opposition. Last edited by ODonnell; 2012-06-24 at 09:04 PM. |
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2012-06-24, 09:06 PM | [Ignore Me] #37 | |||
First Sergeant
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Because the games are quite a bit different in execution. The fact of no locational damage in PS1 makes a big difference by itself. Higher TTK, better netcode and faster connections, and there is a heavier emphasis on twitch play. PS1 is old. The overall structure of the game is great (MMOFPS) but I've been playing it for a few days and let me tell you, this thing is a dino! If I had to wrap it into one word it would be Sloppy (player and vehicle control, lack of feedback). It's just how it feels to me. I've been playing with my outfit mates from GOTR and that's fun in itself, but as PS1 lives I would not stay with it. |
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2012-06-24, 09:08 PM | [Ignore Me] #38 | |||
Sergeant
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What now?
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2012-06-24, 09:09 PM | [Ignore Me] #39 | |||
Lieutenant General
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2012-06-24, 09:13 PM | [Ignore Me] #40 | |||
First Sergeant
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Thank you, ODonnell! That's the missing piece of the puzzle right there. I had the idea that the weapons were hardlocked within their factional flavor. |
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2012-06-24, 09:17 PM | [Ignore Me] #41 | ||||
Lieutenant General
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Last edited by Bags; 2012-06-24 at 09:21 PM. |
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2012-06-24, 09:23 PM | [Ignore Me] #42 | |||
Corporal
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2012-06-24, 09:57 PM | [Ignore Me] #44 | ||
Captain
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in battlefield 3 the guns have vastly different ROF, recoil, and dmg, and they are perfectly balanced. this is not a problem in planetside 2 because it has already been resolved numerous times in other games.
how are different guns in bf3 balanced? they are situtational. each gun are best suited for a certain distance. why was this a problem in planetside 1? because the indoor combat was too crowed, too small. planetside 2 facilities are much larger and you can take advantage of different ranges. Last edited by moosepoop; 2012-06-24 at 10:00 PM. |
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2012-06-24, 10:00 PM | [Ignore Me] #45 | |||
Sergeant
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so your concerns are completely valid, but SOE has already taken care of it (at least they appear to) |
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