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2012-07-18, 10:37 AM | [Ignore Me] #197 | ||
Captain
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How exactly did you kill the driver/gunner in Planetside? They were invulnerable while inside the tank. If you did it when they got out to repair, you will be able to do the same thing in #2. Jammers are also making a comback.
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2012-07-18, 10:39 AM | [Ignore Me] #198 | |||
Lieutenant Colonel
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I contest that they are focused on team-play, they are Not ET:QW a game with high reliance on team play. They are the antithesis of it. |
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2012-07-18, 10:45 AM | [Ignore Me] #199 | |||
Captain
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"Teamwork exists in these games. But that doesn't mean that teamwork exists in these games." |
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2012-07-18, 10:45 AM | [Ignore Me] #200 | |||||
Sergeant Major
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Thanks for not being confrontational about this. I appreciate a good debate, but I hate arguing over the internet. ^^
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2012-07-18, 10:48 AM | [Ignore Me] #202 | |||
First Sergeant
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Last edited by Klockan; 2012-07-18 at 10:49 AM. |
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2012-07-18, 10:48 AM | [Ignore Me] #203 | |||
Sergeant Major
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I agree that there are many players with the "Playing alone, together" mindset, but there are just as many strong tam players, and the game caters to this even with instant seat-swapping, driver/gunners and instant respawns. EDIT: Can I just say that I love the wording "Playing alone, together?" It perfectly illustrates the mentality! Last edited by EisenKreutzer; 2012-07-18 at 10:50 AM. |
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2012-07-18, 10:50 AM | [Ignore Me] #204 | |||
Lieutenant Colonel
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#1 yes, when they were out to repair. The time it took to unequip the repair gun was enough to kill someone (of course, if you shot the engi with a vanguard shell, no chance for him to get back inside but we were talking about cloakers). This forced to go farther away from battle for safer repairs. What I was referring to is that in PS2, from the videos we've seen, you can instantly enter the vehicle, from anywhere, weapon equipped or not. Repairing looks also super fast. Essentially, it's a shorter window of opportunity and much harder to achieve the kill. That's why I conclude that it would be much easier to just destroy the vehicle (-> with C4 for example (which is a new PS2 mechanic)). Oh, and unless quicknife is instakill ! (and grenades too) I find that the choice between safety and getting back in the fight asap was a nice balance. Repairing a vehicle in the middle of a battlezone was a heartpumping experience. If there is no risk, there is no fun for me ! Edit: you can call me crazy for liking tension and feeling vulnerable when hacking/repairing/healing/.... I just... enjoy it. ^^ Last edited by sylphaen; 2012-07-18 at 10:55 AM. |
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2012-07-18, 10:51 AM | [Ignore Me] #205 | ||
First Sergeant
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I was unaware that vehicles were compartmentalized. Must be some new high tech super genius strategy that us primitive 2012 folks just cant grasp yet. Seriously though, this is something that can happen in real life for the most part. Sure not quite as quickly but the game play is actually faster than RL combat so I don't see that as a too convincing argument. I don't see any reason to burden some one who whats to go out solo. They won't be any where near as powerful as a full vehicle operating all weapons and moving at the same time. If they switch to the secondary gun on a tank for example, they wont be moving and provide for a huge target. They also wont be using their most powerful weapon. With so many people on the battlefield they will be hard pressed to properly defend themselves if not fully manned. Sure it was cool seeing the enter/exit animations in PS1 but the game play is faster and less forgiving in PS2. I think this is a nostalgia thing again. People simply have a hard time accepting change. It is a game that emphasizes the benefit of team game play, but that dosn't mean people shouldn't be allowed to play solo at times if they want. Doing a Chinese fire drill around a massive vehicle every time they want to switch weapons, or two people want to switch seats, seams like the opposite of tactical if you ask me. Wouldn't they just swap within the vehicle? I think it should be instant, or creating a short timer even is fine with me. Getting out of the vehicle to switch seats just seems silly to me.
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2012-07-18, 10:52 AM | [Ignore Me] #206 | ||
Lieutenant Colonel
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Aurmanite, I will respond to you if you actually read someones post, take the time to understand what they are saying, and not just use that time to come up with your next aggressive attack. Until then, see you on the battlefield.
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2012-07-18, 10:54 AM | [Ignore Me] #207 | ||
Staff Sergeant
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Most of the time while they were repairing.
Driving a tank in PlanetSide 1 meant spending half the time repairing. Usually the driver would repair and the gunner would cover or help repairing. One situation would be if the driver had stopped to clear a minefield. You could put 10 mines on the road and wait near it. The enemy tank would maybe get damaged by some of the mines and stop. The driver would get out for mine clearing and repairing. If you killed the driver, the gunner would be stuck there if he had no driving licence. Another situation would be if some1 operated the 2 men AA vehicle on its own. If you arrived in the light tank and he wanted to flee by switching from gunner seat to driver seat, he may be machine gunned down while trying so. Last edited by fvdham; 2012-07-18 at 10:59 AM. |
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2012-07-18, 10:54 AM | [Ignore Me] #208 | |||
Sergeant Major
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2012-07-18, 10:57 AM | [Ignore Me] #209 | |||
Lieutenant Colonel
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Team play is facilitated by some aspects of the design, but not required in any way. Exception of course, is like minded groups, but you mostly find those on private servers, or the ArmA community. Planetside for all intents is a public server equivalent. It ( PS2 ) should be progressing the standard, not emulating the contemporary in all aspects. I'm not arguing "reality" I'm arguing two different schools of thought/design, however they may intersect in some areas. Pace. Connection to the world. Ownership. Connection to that equipment. Rebuking of the idea its disposable. Removal of the idea that its just another armor pool you are temporarily wearing. Lots of this is not a quantifiable except in feel and use cases. But its important. You can't have a tactical possibility with out the possibility of venerability of the target. Last edited by MrBloodworth; 2012-07-18 at 11:06 AM. |
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2012-07-18, 11:02 AM | [Ignore Me] #210 | |||
Sergeant Major
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This is where we differ. You see, when I hear "teamplay is fascilitated, but not required," my immediate conclusion is that this is good game design. And I guess this is what this whole debate, as well as their counterparts have been about. One camp wants to heavy-handedly regulate what decisions players can make in the game, while the other camp wants the teamplay emerge naturally. IMO, fascilitating but not demanding, leaving the actual meaningful choices to the players, is what good game design is all about. |
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