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2003-11-04, 11:51 AM | [Ignore Me] #1 | ||
Contributor Major
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Well i come back from another work related hiatus from planetside and finnaly get some playtime in with core combat. After a few days of solid play I have the following responses to core combat, take them as you will.
Overall response:Negative My first and perhaps foremost complaint was the lack of content. I hadnt followed the weapons portion of the CC page much so I didnt see the upcoming weapons. Imagine my disapointment to find that the only weapons boons were in special assault and heavy assault. I whould have liked to see medium assault class get some highly coveted but not overpowering weapon, perhaps a gauss/sweeper. I also was a little disgusted that special assault got yet another weapon while antivehicle, quite possibly the most beleagered of the weapons classes continues to get more love. There were persistant rumors abotu weaponry capable of killing a driver within a vehicle if you were within close range. Personally I think something like that whould be ideal for the antivehicle certification. Idealy I whould have liked every weapons class to get something out of core combat. Vehicles: Most of the vehicles honestly dont seem to have a large impact on the game overall. I whould like to see the router also function as an AMS correctly without bugs but maybe that's just me, also the ability of the enemy to use it just rubs me wrong. Flail. I'll be happy with the flail once they somehow relegate it from a super battle tank to support status. The armor on the thing combined with the angle its turrent can strike is disgusting, one or the other i believe needs a revamp. Implementation issues. I have noticed that even after a cave closes down the links from it persist allowing an enemy to hack your base continuously if they controlled the caverns when they closed down. I pray this was an oversite as it tends to screw with trying to lockdown a continent and keep it locked. I dont like the module theft system as it stands as it makes it too easy for an enemy to just sweep into a base blow the gens and scoot off with the module, even if they fail if they get the module sufficently far from a friendly base the defenders have one min to carry the module back towards the base before it kills them. The limit on the number of modules/containers in the world seems to cause a lot of wasted time down in the caves making it unpleant to pull oneself away from surface battles only to go find yourself unable to get squat. Not only should the cavern that opens be random, but the module that cavern produces should be random too in order to shake things up a bit. Bugs: I have been fortunate I havent noticed a lot of framerate stutter but there is some there, I hope this is rectified soon. The door bug returns from the summer holiday on occasion. I rarely have this bug while walking through bases where I will suddenly bump into something and "bounce" away at a high rate of speed taking damage, occasional this puts me through a wall which causes my death. The good: THe modules have offered some nice defensive boons as well as more reason to defend bases.
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The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. Last edited by Doppler; 2003-11-04 at 11:57 AM. |
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