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Old 2013-04-09, 02:01 PM   [Ignore Me] #15
Effective
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Re: New Outfits for Planetside


Originally Posted by Warborn View Post
Planetside 2 is a much better game than Planetside 1 ever was.

Half the vehicles in Planetside 1 were shit and useless outside of gimmicks. Harassers? Threshers? ATVs? Deliverers? Deliverer variants? Sunderers? Totally pointless. Only a handful of vehicles were worth it in terms of power per player occupying the vehicle.

It pretended that it wanted vehicles to require teamwork, so MBT drivers had no guns (magrider aside), and yet the most dangerous vehicles in the game -- aircav -- were one-man vehicles. And they could fly. And they doubled as transport aircraft because you could bail from them without dying.

No resources or anything, so everything was even more pointless. Vehicle kills mattered far less in terms of depriving enemy players of the resources to get another tank or ESF, and losing territory was far less important because it carried with it minor benefits. Continent locking was just something that happened and wasn't a real metagame.

Capping bases was far less fun in PS1, because except for biolabs with the gen on the roof, they all had terrible choke points that very often turned base fights into multi-hours slogs. You'd spawn from an AMS, move 10 feet, get mowed down by 20 guys defending one 5' wide corridor, and do it over again, because the only two ways in were meatgrinders like that. If you were lucky you had a big, active outfit and maybe you could do something coordinated that'd make a difference. But if you weren't in such a group, or everyone was offline at the time, or for your average non-outfit player, it was a war of attrition a lot of the time, and got real old, real fast.

"Command" rank, which involved people spam-inviting for squads and then simply running around as per usual collecting CEP, lead to orbital strike spam after a while.

Loadouts were totally customizable, so 90% of everyone on the ground was a rexo with HA/AV, med and armor rep tools, and maybe a hacking tool, whatever it was called. Compared to PS2, where you need to pick classes and team work is necessary because everyone isn't a self-sufficient rambo (although HAs are close) it was bad. Classes > loadout tetris.

Infils in PS1 were also junk. At least in PS2 they're worth a damn and can do more than running around spawn rooms detonating boomers. Could be more for them to do in terms of hacking, similar to PS1, but it's better than either strafing people with a pistol and hoping they don't have darklight, or spamming boomers everywhere.

The list goes on. The only thing that I prefered about PS1 over PS2 is the slower pace of combat. PS1 was a terrible game and its population was always very tiny for a good reason -- people didn't enjoy playing it.
There were a lot of things wrong with PS1, but most of it was not what you just posted. Harassers were simple cheap transportation, that's all they were meant for, the fury and the wraith were both useful in their own little niche, nevermind they were cheap. Can't comment on deliverers, though the variants were strong in their own way. Sunderers were always underrated, durable, could transport a full squad, built in EMP, and could drive through shield mods. Hell, a sunderer drop from a lodestar was better then a galaxy drop.

A driver not controling the main weapon was a good thing, it kept the amount of vehicles down, and required teamwork to be had. Yes aircav (namely reavers) were far too strong, but that mostly came about as flying in PS1 being because the aircraft flew themselves and the lack of decent hand held AA.

The no resources problem was never really an issue, vehicle timers did exist, and I wouldn't call the benefits of various bases minor, considering the strength of the tech lab (advanced vehicles), interlink facilities (radar), amp stations (vehicle shields), these benefits were a great more meaningful then what PS2 provides. Continent locking is an infinitely better metagame then what PS2 provides, which is nothing.

capping bases in PS1 is way better then PS2, the bases in PS1 were too small sure, but the bases in PS2 are way too fucking big, never mind that the base design in PS2 is terrible and encourages camping in vehicles, and there are 0 chokepoints which makes defense a joke.

tools were provided in game to break past choke points, max crashes, cloakers with surge and a routerpad (something I did on a consistent basis easily), could easily break past a defense in the lobby and get a starting foothold.

The CR system needed changes yes, I did propose a CR cert system, you gained cert points unique to command abilities, which would be spent on various tools, EMP, chat, OS, reveals, and any other abilities that would be created, but you couldn't have everything.

Classes are terrible and boring. The open inventory system was a great deal better. What was wrong was when battle ranks went above 20. Sure you could go HA/AV/Med/Rexo/Engi/mossie/reaver. You have an ideal solo setup, but you can't do anything else, you can't do anything if AA is out, if the base gets hacked, if someone else dies, slow down superior numbers with explosive traps, you can't pull mobile spawn stations. You become useless.

cloaking felt more indepth in PS1, though they have more kill potential in PS2, it was because pistols were garbage in PS1, not because the cert itself was trash.
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Last edited by Effective; 2013-04-09 at 02:03 PM.
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