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2014-01-28, 10:37 PM | [Ignore Me] #61 | |||
Sergeant Major
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Its bad enough that all the heavies gear is being nerfed to uselessness 1 by 1 without implants making it worse. |
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2014-01-28, 11:08 PM | [Ignore Me] #62 | |||
Private
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The point is whether or not they give an overall advantage and skew the game's balance in favour of people who are paying for implants. As I said before, I encourage discussion about specific implants and potential issues with them. And I can see that there could be some issues with the night vision counter, depending on how they implement it. What are you even talking about here?! HAs are totally dominant in their role. Last edited by exile; 2014-01-28 at 11:10 PM. |
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2014-01-29, 09:26 AM | [Ignore Me] #63 | ||
Sergeant Major
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They definitely skew the balance, how is it not a rather huge advantage to be invisible to the most commonly used scope, how is it not game changing to be immune to a conc grenade as even if other people don't have that implant you alone could kill a lot of the people trying to get in if they don't expect it, (and they wont know who is and isn't affected).
As for heavy... well C4 is almost useless on sundies, range of lock on AA rocket has been reduced, hip-fire of LMGs has been made worse (well this doesn't affect VS but NC it means no choice but to use ADS at every range) |
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2014-01-29, 04:49 PM | [Ignore Me] #64 | |||
Private
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Last edited by exile; 2014-01-29 at 05:09 PM. |
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2014-01-29, 07:58 PM | [Ignore Me] #67 | |||
Private
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And your comments about the HA makes it obvious to everyone that you are totally clueless about game balance. I shouldn't even be wasting everyone's time replying to you, but it's a slow day at work :\ |
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2014-01-29, 09:28 PM | [Ignore Me] #68 | ||
Guys, take it to the PMs.
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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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2014-01-30, 04:22 AM | [Ignore Me] #69 | ||
Corporal
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I'm not totally feeling the implants here. The whole system of combining them seems like a gimmick found in many a less desirable game.
I would suggest, instead, that there be three implant slots. This way, implants would need to be much less affective individually but you could stack three together to have a clear boost to whatever. *ie the emp immunity would instead only lower the emp affects duration by a second or two. If you had three of them, you would only be affected by emp nades for a fraction of the time as other people were, but you would still be affected. This would also allow a player to have multiple implants to aid in a variety of situations, but at reduced effectiveness. And yes, these need to be drained in game-time, not real-time. |
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2014-01-30, 11:54 AM | [Ignore Me] #70 | ||
Sergeant Major
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make em permanent but tie their use to resources or stamina or something else. By making them temporary it either makes them a money sink or increases the grind of the game because spending certs on implants just makes it so thats certs you can't spend on other things, making leveling up stuff much more difficult.
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>>Make resources matter!<< |
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2014-01-30, 03:39 PM | [Ignore Me] #71 | ||
I do agree with Wrel about having the cert allow for more actual customization of the classes, since we don't have the PS1 cert system. I most certainly wouldn't mind seeing some more RPG elements implemented so it doesn't just keep on feeling like a very big, more or less generic, FPS.
Still, there's no important thing that SOE is missing here that PS1 had. Stamina drain. Obviously there's no stamina in PS2, but the point being that one way to help balance out powerful a implant is to give it a drawback.
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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; 2014-01-30 at 03:52 PM. |
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