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Old 2012-06-24, 06:01 AM   [Ignore Me] #10
Figment
Lieutenant General
 
Re: AMS Mk.3 design (for when it does get into PS2)


Originally Posted by ParisTeta View Post
We understand you, don`t worry, but i am more concerned of the actual gameflow. Yes it was an art, very important, and some people can get accomplishment out of it. Dual purpose allows just for more to do then the single object of driving to point A and deploy, guns, the transportation of troops, is quite fitting and allows for better gameflow, which des devs say is important to them (that is the reason why the AMS was cut).

I don`t agree with you (single use to mulit role), but you put up some nice work! Thank you for being part in this community, see you on the battlefield.
That's the thing though, the argumentation used by the devs is very weak on several key points where they completely missed the point behind certain units, combat and tbh, PlanetSide itself.

Nothing that can't be fixed but must nonetheless.

The AMS is multirole. Incredibly multirole. It supports every single kind of infantry combat both defensively as offensively. But, through placement and use with other features, its role changes even more.

PlanetSide roles need support. Combat needs support. Logistics is the most important thing in warfare. More important than killing, because it enables combat to take place on your terms and in locations otherwise impossible.

The developers think in zerg combat only and that makes half their design decisions ill-thoughtout. I mean, they expect people to guard 20 points in a base and the spawnpoints at once. You realise how many troops that requires? :/ How far away spawns will be from objectives? :/

It is like those people that only use rexo and can't cap something through fighting and then state nothing can be done. After which you grab an infil suit, don't fight but bypass the enemy and win without killing.

Not every unit should be about direct combat. That is just utter retarded and narrowminded thinking and tbh it means one knows fuck all about lateral thinking, warfare and use scenario's. That is the one thing that worries me about PS2, that these devs only design for their own idea of PlanetSide scale combat as a player who only wants direct shooting action.

The infil suit they created is testament to this. Infils aren't primarily about killing and least of all about ranged combat, yet they gave them instant kill power with one shot sniper rifles. It is decisions and poor argumentation and lack of vision on how roles affect each other and what is needed for small groups of players that worry me. They design for the individual in huge zergs and nothing else. That is very bad IMO.
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