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Old 2012-12-27, 09:47 AM   [Ignore Me] #16
Calisai
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Re: I see no room for new vehicle implementation.


Originally Posted by igster View Post
The lightning as AA is utter crap compared to the PS1 skyguard. If there was a Skyguard variant with a more lethal AA gun and a dedicated driver then I'd pull that over the stupid lightning any day.

Routers.. Now these would be a good tactical variation don't you think? Give the meta game a bit more variety. Sneak a router into that better designed defensible base. (Bases atm are basically impossible to defend)
Agreed... they need a two-seater AA platform. That would solve a lot of AA issues. One that could effectively reach max altitude would be useful as well.


Routers for offense are useless in the current game. No need for them as the game favors the attackers in 99% of the base fights (Biolabs are the only exception). However, maybe a one-way router-AMS combo. Able to put a router pad at a gen and zip to it from the AMS. Even if it was a replacement option for the AMS module... having two sundys in a tech plant would help defense a ton. Would make holding those outlying generators a little easier and enhance defensive ability, while still allowing for spread out fights (rather than meatgrinder double-doors, etc)

Still need to invest a little money in tank-spam-proof windows for those buildings, but hey... glass is expensive.
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Old 2012-12-27, 10:22 AM   [Ignore Me] #17
Sledgecrushr
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Re: I see no room for new vehicle implementation.


I love the whole flying carrier idea. I really hope that it gets implemented into the game.
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Old 2012-12-27, 12:37 PM   [Ignore Me] #18
Timealude
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Re: I see no room for new vehicle implementation.


Originally Posted by Mavvvy View Post
6 man aerial light transport. A bit smaller then the size of a lib but fast and very lightly armed.
i honestly would like this as well as them buffing the galaxy in some form, that way we could have a more of a reason to use this rather then pull a gal for a squad. Or they could even make a bigger variant of the galaxy that could carry 2 squads rather then just one.
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Old 2012-12-27, 04:00 PM   [Ignore Me] #19
NewSith
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Re: I see no room for new vehicle implementation.


Originally Posted by Timealude View Post
i honestly would like this as well as them buffing the galaxy in some form, that way we could have a more of a reason to use this rather then pull a gal for a squad. Or they could even make a bigger variant of the galaxy that could carry 2 squads rather then just one.
Once snactuaries are in, or intercontinental broadcast warping via the middle pillar of light in them, or once you can land a Galaxy and hit "deploy" on it to turn in into a small fortress with shields (not even mentioning a G-AMS), or once A30 walker retains its original state of being good against infantry, then the Gal will get its good niche.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-12-27, 05:00 PM   [Ignore Me] #20
StumpyTheOzzie
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Re: I see no room for new vehicle implementation.


fast, unarmed liberators. replace weapons with passenger drop pods? That'd give you a 6 man troop transport.
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Old 2012-12-27, 05:18 PM   [Ignore Me] #21
Phantomdestiny
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Re: I see no room for new vehicle implementation.


as soon as they had the seamless world with water between continents then amphibious vehicles ofc like ps1 did . or even a more waterbased continent would allow for good use of them.
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Old 2012-12-27, 08:06 PM   [Ignore Me] #22
Sunrock
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Re: I see no room for new vehicle implementation.


Originally Posted by Sturmhardt View Post
Even though I put a lot of certs into my vanguard, I would love to see them change it to a 3 man vehicle.

I agree on all the other points, I don't see useful room for any other vehicle right now, we already have everything that makes sense. I really hope they don't put in something as OP as BFRs were that fucks up the whole balance.
If they make it into a 3 man vehicle I would hope they have the same equipment as an Abraham tank. On an Abraham the driver have access to a anti-infantry gun. Then the gunner have access to the big cannon of course but alose a anti-infantry gun and then you have a gunner for the 50 caliber machine gun.
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Old 2012-12-27, 08:14 PM   [Ignore Me] #23
Sunrock
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Re: I see no room for new vehicle implementation.


A new set of vehicles can be ABV's Assault Breacher Vehicles. Used on a larger scale by the US Marines in the joint ISAF-Afghan Operation Moshtarak in Southern Afghanistan during the War in Afghanistan in 2010 against the Taliban insurgency.

These tracked combat vehicles were especially designed to clear pathways for troops and other vehicles through minefields and along roadside bombs and Improvised Explosive Devices. The 72-ton, 40-foot (12-meter)-long vehicles are based on a tank with a 1,500 horsepower engine, but fitted with a 50-caliber machine gun and a front-mounted 15-foot (4.5-meter) wide plow, supported by metallic skis that glide on the dirt and armed with nearly 7,000 pounds (3,175 kilograms) of explosives.

They were called "the answer" to the deadliest threat facing NATO troops in this conflict. The Breachers are also equipped with M58 MICLIC Mine Clearing Line Charges: rockets carrying C-4 explosives up to 100-150 yards (meters) forward, detonating hidden bombs at a safe distance, so that troops and vehicles can pass through safely.
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Old 2012-12-27, 08:24 PM   [Ignore Me] #24
Figment
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Re: I see no room for new vehicle implementation.


Originally Posted by NewSith View Post
Once snactuaries are in, or intercontinental broadcast warping via the middle pillar of light in them, or once you can land a Galaxy and hit "deploy" on it to turn in into a small fortress with shields (not even mentioning a G-AMS), or once A30 walker retains its original state of being good against infantry, then the Gal will get its good niche.
I'd tend to disagree (aside from the spawning option, but dislike the G-AMS concept tremendously as it would recreate the issue of the Gal not being used as a dropship for quick strike, but large hitpoint AMS which small squads wouldn't deal well with even if the Gal was employed be a squad of same size - we saw that fear proven in Beta). Intercontinental travel is not per definition done better with a Galaxy than continental travel is now. After all, the only thing added is the time from sanctuary to warpgate. (Though that assumes they go with broadcast warpgates again!).

As a transport, the Galaxy's main issue is that it contextually competes with Light Assaults spawning at Sundies (consistent pressure, same reach) and Spawn Beacons (easy to deploy, same reach) with regards to base design (next to no areas LA can't reach, no areas Spawn Beacon can't reach) and objective design (no single wave objectives like PS1 style CC resecure, gen hold or spawn destruction, while holds need constant reinforcements from a spawnpoint to succeed).

Gal AMS, even, if not especially a flying one, has the potential to compete heavily with the ground AMS to the point of once again skipping the ground war. This is only limited if it's just the one squad or platoon that could spawn there and directly related to air superiority. Air superiority: only one side can use them (usualy the one with air superiority would be the attacker, especially around zergs).

So I'm not too keen of reducing the transport role once more, rather than strengthening the impact of Gal Drops, making their targets worthwhile and making it next to impossible to use anything but a Gal Drop on those specific juicy targets.

We're thinking objectives on top of large bases, say high towers/keeps of defensive structures, base force dome top entry points and objective mechanics alterations such as vulnerable weakspots near the high access points that can only be destroyed by say MAX units or a group of players who take out consoles at the same time with other's covering (just some random ideas). Transportation is a niche role, combining it with spawning tends to make spawning more attractive.

Last edited by Figment; 2012-12-27 at 08:26 PM.
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