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2012-11-17, 04:18 PM | [Ignore Me] #17 | ||||
Master Sergeant
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Command style radio feeds would be a nice touch sometimes when you get a headshot, hit or kill an enemy tank or take down another aircraft. Like "Clean kill." or "Kill confirmed" or "You took that drop team DOWN" for taking out a galaxy with 5 or more occupants. Stuff like that. Polish. I must add this to the list. I also need to add Command Chat to the list. I want it starting at CR2 like in PS1, with /sitrep to higher command channels. Also, a proper Mission System. I'm thinking like Face of Mankind had. I want to see large bonuses for the commander and the squad that complete given objectives. Continent wide Waypoints (That have a different symbol) that appear once a mission is accepted. I want to hear more voice in game of different objectives that need to be taken. I would like to see a PlanetSide version of Daily 'quests' you can complete for cert point bonuses. 50 kills with x weapon. Kill 20 Infiltrators. Detect x amount of players with recon detect device. Completing more 'quests' unlocks a higher tier with better rewards.. etc. I figure this would work well, seeing as cert prices are so high. The missions should be random, to eliminate one class being targeted for a day, etc. Another mode could be a scavenger hunt. For the versitile players. Get a kill with a pistol, then grenade, then a sniper, knife, tank, double kill.... etc. Give a time limit for bonus rewards, or high stakes for nothing if the time runs out. Also, why can we not switch to the knife and turn it on?? I miss that. AND, one last thing: Where are the Voice selections for our characters we create?? PS1 had 5 for each gender AND a much larger face selection.
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Last edited by DDSHADE; 2012-11-17 at 04:30 PM. |
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2012-11-17, 04:43 PM | [Ignore Me] #18 | ||
Private
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What's missing from PS2 is certainly an objective topic, but here's my perspective.
A melee only option for infiltrator. This would be a close range alternative to sniping, which would compliment infiltrating. After much discussion in the official classes and certifications forum, titled, "About the removed 'melee boost' cert..."; this is how I see it being implemented the best. A store bought infiltrator only knife requiring that another weapon can not be equipped, with a 3 second delay between swings, which must be activated (makes a sound) to increase it's damage. This knife would be able to kill in one hit, like a bolt action sniper rifle to the head, if you attack the head or back of the enemy. (cone of back would be a 30 degree cone, so no attacks from the side) The logic of this is to compliment the bolt action rifle it would need to have the delay between attacks equivalent to the reload time, a boost in damage only when attacking a specific part of the enemy, and a limited amount of uses. The cloak will give the relative safety that a sniper would have from having distance while the knife requires you to be right up against the enemy hitbox. There may be another way to go about it, but I'm certain that simply increasing the damage of the default knife (melee boost cert) would cause the same torrent of objection that the shotgun received, because of the speed of attack. I come from a MMORPG/fpsrpg background, and I have always played a rogue/assassin/thief as a main. After reading about PS2 in Game Informer, and seeing the end of the cinematic trailer, it seemed clear to me that the game would have a melee only stealth class in a game full of people shooting. Starting the beta, I saw the "melee boost" cert and "stalker cloak" and was sold with the idea. This is why I started playing PS2, and although I have enjoyed playing the game as other classes, the infiltrator never became what I felt it was promised to be. As I worked on the forums to have this introduced, I learned about what the infiltrator was in PS1. All in all, from my perspective, knife focused combat for the infiltrator is the main thing that brought me to PS2 and it's the one thing that has never come to pass. Last edited by xenoneo; 2012-11-17 at 04:55 PM. |
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2012-11-17, 06:32 PM | [Ignore Me] #19 | |||
Master Sergeant
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I somewhat agree with you, that it would be good to have a one hit knife kill for die hard stealth cloakers. I played PS1 all the way from the start, and largely as an infiltrator. I LOVED running around with a couple ACE's, an AMP or Repeater, (if i could get my hands on some NC Mag-Scatter pistols I was even happier) and sometimes would use the melee boost implant. You have to be aware though that even with that implant turned on, it took two knife hits for a kill. If you had Adv Targeting you could see enemy health and if it was below 60% you could get them in 1 hit I think that instead of a one hit knife to the back or head (which actually could work out, if you make balanced trade-offs) to have an ASSASSINATE ability with a cool animation. The animation could take a little while, and as you put certs into it, you get faster at assassinations. This leaves a period for other nearby enemies to see you (and because of the chain blade perhaps hear you too) so that it would encourage stealth cloakers to really isolate their targets if they can. A LARGE part of PS1 cloaker game play you found yourself with MANY enemies surrounding you in an enemy infested base. This meant, either break your invisible cover and start shooting, trying to take out as many as you could before geting pwned. OR it meant you had to cross your fingers and hope no one flicks on their Darklight Vision Implant, or runs straight into you and starts shooting, before you reach your destination. The most fun was had making mischief around enemy bases, sabotaging equipment, waiting for players to repair said equipment, and make your kill I really can't wait to see that cloak device in action, to get my hands on it and cause some chaos!
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Last edited by DDSHADE; 2012-11-17 at 06:34 PM. |
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2012-11-18, 12:43 AM | [Ignore Me] #21 | ||
Sergeant Major
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Defendible bases with doors, bridge and water fights, hacking, ES MAX AA weapons, Asault Buggies, Amphibious vehicles, resource convoys (ANT runs as well as LLUs and Mod runs) Anti spawn camping mechanics, the ability to make a camp with an spawn vehicle and CE. sanctuaries, HART station (as explain how the heck you get in that drop pod. Stairs.
We are not missing core combat though, with all the jump pads and teleporters the bases have become just like the cavern. SOE still cant get that whole urban fight down. |
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2012-11-18, 01:06 AM | [Ignore Me] #22 | ||
Captain
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The real big one for me is DIRECTION. Direction as in people leading the fight. CR4/CR5 directives to the empire either globaly or on a specific continent. I know that there is a CR chat channel but I don't know if they can reach out to their faction to try to direct the battle because I have not seen it yet.
This is one that is too important to pass up and should be implemented right off the bat. Otherwise it's just a random zerg with no direction. Someone needs to be able to /contall indar to say "leave the crown and get our techplant back!!!" Without leadership and direction there is no meta game, despite awesome outfits doing their jobs well. As far as I can tell there is no mission system implemented which was going to be one of the big points of the game. Hotspots do not a mission sytem make. CR leadership and a real mission system will take this game far. Last edited by SixShooter; 2012-11-18 at 01:09 AM. |
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2012-11-18, 04:50 AM | [Ignore Me] #23 | ||
Major
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For me, my favorite classes which I, combine are just a shadow of what they once were.
Stealther and engineer. Cloakers became snipers as they are not real infiltraitors currently. Engineers became repair and ammo dispensers. What can I say about these that hasn't already been said. Beta is over and we get what we get with a promise of more to come...
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Extreme Stealthing |
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2012-11-18, 05:07 AM | [Ignore Me] #24 | |||
Contributor Major
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Has anyone in this thread seen or been hit by an anti-tank mine? I didn't, though I had to stop playing beta a month and a half ago. People complaining about tank spam? Here's the solution, same as it ever was.... set traps and lure enemy convoys into them... retreat through them if you get pasted... have a big area denial weapon covering one flank while you advance on the other.... carpet the courtyard with them so the enemy has to come in and fight you like men.... But that would be too much like the boring old game. /wrinkles nose |
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2012-11-18, 05:16 AM | [Ignore Me] #25 | ||
Major
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Yes, minefields was one of the things that need to be added, I certed with the carrying pouch and got a whopping 3 mines. The carry pouch itself was a joke as it said 1 extra AV mine, 1 extra claymore, etc... Talk about mindless useless micromanagement. Just give me more slots to Cary more ACE tools.
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Extreme Stealthing |
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2012-11-18, 05:25 AM | [Ignore Me] #26 | ||
You can cert into carrying more mines. If I remember correctly you can carry up to 5 mines if you cert into the two required trees.
2 mines take out an MBT last I heard.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2012-11-18, 05:38 AM | [Ignore Me] #28 | |||
When I got my invite to the tech test I was all stoked about playing an engineer... The devs sure did make sure to change my mind about that.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2012-11-18 at 05:42 AM. |
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2012-11-18, 05:58 AM | [Ignore Me] #29 | |||
Major
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Extreme Stealthing |
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2012-11-18, 11:17 AM | [Ignore Me] #30 | ||
Master Sergeant
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I got blown up in one shot by an AT mine in my prowler, maybe i had taken some damage already but it wasn't fun. I don't think 1 or 2 mines is fair to tank drivers, nor is it fair to engineers. The idea of covering an area with mines is way cooler, and you'll probably get more than 1 kill with a good placed mine field.
I doubt we'll ever see shadow spitfire turrets, but it'd be cool to be able to place some automated turrets far into the engineer tree. I'm also sad that the empires do not have their ES AV weapons. lock-on Striker was perfect for TR, Guided Pheonix missiles were loads of fun as NC, and VS's lancer was something to be reckoned with. Their iconic looks and feels are so uniquely PlanetSide, it doesn't make sense that they aren't even on the radar!
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