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Old 2011-12-29, 05:45 AM   [Ignore Me] #16
SKYeXile
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Re: Small Scaled Combat


Originally Posted by Trolltaxi View Post
Based on the small amount of info about the territorial systam I'd say it really goes towards massive battles. Even if a squad succedes in turning a hexa to their side somewhere way behind the lines, it will be be really easy to take it back.

I can't recite the source, but I recall that hacking a lone hexa will take about half an hour, but hacking it back would take 30 seconds. (no adjacent friendly hexa vs. 6 adjacent friendly hexas). It would take a great effort to turn multiple adjacent hexas to your side and even greater to hold the area.

I don't know how larger bases will work, will there be a generator or something meaning an option to hit it with a black ops team? Anyone about that?
yea that info is correct, cant remember the source either.
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Old 2011-12-29, 05:55 AM   [Ignore Me] #17
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Re: Small Scaled Combat


Originally Posted by SKYeXile View Post
yea that info is correct, cant remember the source either.
I thought that the automatic mission system was the direct replacement to the lattice and assumed that you couldn't hack a base until there was a 'auto mission' to do it. Which in effect would give the same 'capture' functionality as the lattice.

There is no doubt going to be scope for behind the scenes stuff. We know therre are going to be different types of bases amp/bio for starters and therefore taking these out would deny a benefit, just as in current PS.
Similarly taking out a 'resource' facility would deny the resource and mean that, for instance, magriders wouldn't be able to equip their rail guns.
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Old 2011-12-29, 06:07 AM   [Ignore Me] #18
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Re: Small Scaled Combat


Originally Posted by ringring View Post
I thought that the automatic mission system was the direct replacement to the lattice and assumed that you couldn't hack a base until there was a 'auto mission' to do it. Which in effect would give the same 'capture' functionality as the lattice.

There is no doubt going to be scope for behind the scenes stuff. We know therre are going to be different types of bases amp/bio for starters and therefore taking these out would deny a benefit, just as in current PS.
Similarly taking out a 'resource' facility would deny the resource and mean that, for instance, magriders wouldn't be able to equip their rail guns.
nah, hex is the replacement, whattrolltaxi said is right, hacking a base with no friendly hexes would be about half an hour, while hacking abase surrounded by friendly hexes would take like 2min.
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Old 2011-12-29, 06:16 AM   [Ignore Me] #19
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Re: Small Scaled Combat


Originally Posted by Tarpeda View Post
We still don't know exact game mechanics, but I guess that teams with good coordinations (like KOTOR) will still find their niche.

In PS1 it was essential to respond fast to first cont hack due to 15 minutes limit, so teams that could recon, recall and respond in this time frame were real benefit for faction. I hope that PS2 will also have game mechanics with limited time to respond.

Another important mission in PS1 was gen.hold as it influenced vehicles available for enemy and changed power balance on front line. PS2 will have resources, so I guess there will be opportunities for spec.ops teams to play their game.

I know at least 2 russian outfits that are going to continue playing in the same style in PS2 (RO and DoW) and I wish Mercs and DT will come back too.
There will always be a need in PS2 for smaliish organized groups to attempt flanking territory maneuvers and back hacks (or whatever PS2's equivalent will be) of territories containing valuable resources. And of course this necessitates the existence of quick response teams to try to stop them.

As far back as the Fan Faire Higby mentioned an example of taking over territories rich in Auraxium to deny the VS some of their equipment upgrades, so that's pretty similar to a hack/gen hold. A "resource hold" if you will.

We also know that capturing territories does take time (and that it takes longer the fewer adjacent friendly hexes you have to the hex being capped) so the "hack timer" aspect is there as well.

Oh, and FWIW, a few DT peeps have said they will be coming back for PS2, though I think what empire they'll be playing is still up for grabs... DARK and FC will be there too (obviously). No doubt quick response will be at least part of DARK's MO, cuz that's just how we roll...
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Old 2011-12-29, 06:23 AM   [Ignore Me] #20
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Re: Small Scaled Combat


FC goes where there farms are happenings. if that happens to be some nubs trying a backhack, THEN SO BE IT!
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Old 2011-12-29, 07:16 AM   [Ignore Me] #21
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Re: Small Scaled Combat


Originally Posted by SKYeXile View Post
yea that info is correct, cant remember the source either.
I dont think there is a writen source, its just something Higby has mentioned a few times. They were just estimate times but they were 20min for no friendly hexes, 5min for surrounded.
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Old 2011-12-29, 07:29 AM   [Ignore Me] #22
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Re: Small Scaled Combat


its a sandbox it is going to happen if people want to play that way and the zerg always gets dull after a while
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Old 2011-12-29, 01:33 PM   [Ignore Me] #23
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Re: Small Scaled Combat


as much as i love small scaled combat. please don't force on the playerbase.

the battle islands are an example of this.
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Old 2011-12-29, 01:59 PM   [Ignore Me] #24
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Re: Small Scaled Combat


Originally Posted by HELLFISH88 View Post
Small more personal engagements happen all the time.
It happens more often when you're airborne. I remember in PS1 that there was nothing like being part of a squadron in a dogfight somewhat deep in enemy territory, and getting shot down but bailing in time (and your squadron taking out any remaining enemy air chasing you). Then for kicks (rather than suiciding), having to sneak back to the front lines, picking off victims and picking up resources along the way to survive, and spying for the outfit along the way. I remember getting shot down over water, but not far enough from land to drown, and about 7 minutes on foot behind the lines, as it became my greatest solo moment in PS1. I remember I took out about 8 unsuspecting guys and rip off their stuff along the way, and even managed to surprise the other side of a contested bridge, long enough for our outfit (and the zerg) to roll across.
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Old 2011-12-29, 02:01 PM   [Ignore Me] #25
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Re: Small Scaled Combat


you are going to see outfits that were one's that kicked everyone's asses in PS come back for PS2,all those outfits faded away over the last friggin 8 years,ppl got bored and moved on.

these are outfits coming back with everyone they ever played with over that 8 year span trying to get back in the group so even these guys in TRx are going to see 40+ ppl on most of the time,shit I figure Ht will have atleast 100 guys on during prime time west coast (I honestly think it will be higher) and all these returning guys are ppl that have proven over time to be able to work in a coordinated effective manner in their different outfits and will have a very short learning curve in PS2.

the "weeding out" and training that had to be done in PS has already been done,all that needs to be worked out this time around is strats and tactics.

so I think what is referred to as small-scaled combat in PS is going to have to scale up in PS2 due to the huge increase we are going to see in the playerbase,both returning and new players alike

Last edited by SgtMAD; 2011-12-29 at 02:02 PM.
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Old 2011-12-29, 02:04 PM   [Ignore Me] #26
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Re: Small Scaled Combat


Originally Posted by HtSgtMAD View Post
you are going to see outfits that were one's that kicked everyone's asses in PS come back for PS2,all those outfits faded away over the last friggin 8 years,ppl got bored and moved on.

these are outfits coming back with everyone they ever played with over that 8 year span trying to get back in the group so even these guys in TRx are going to see 40+ ppl on most of the time,shit I figure Ht will have atleast 100 guys on during prime time west coast (I honestly think it will be higher) and all these returning guys are ppl that have proven over time to be able to work in a coordinated effective manner in their different outfits and will have a very short learning curve in PS2.

the "weeding out" and training that had to be done in PS has already been done,all that needs to be worked out this time around is strats and tactics.

so I think what is referred to as small-scaled combat in PS is going to have to scale up in PS2 due to the huge increase we are going to see in the playerbase,both returning and new players alike

This is why I suspect the majority of players and outfits in PS2 when it comes out will be a much more mature, coordinated bunch than in other games. I started playing PS1 in my early 20s. Now I'm in my early 30s.
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Old 2011-12-29, 02:25 PM   [Ignore Me] #27
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Re: Small Scaled Combat


Originally Posted by Tarpeda View Post
We still don't know exact game mechanics, but I guess that teams with good coordinations (like KOTOR) will still find their niche.

In PS1 it was essential to respond fast to first cont hack due to 15 minutes limit, so teams that could recon, recall and respond in this time frame were real benefit for faction. I hope that PS2 will also have game mechanics with limited time to respond.

Another important mission in PS1 was gen.hold as it influenced vehicles available for enemy and changed power balance on front line. PS2 will have resources, so I guess there will be opportunities for spec.ops teams to play their game.

I know at least 2 russian outfits that are going to continue playing in the same style in PS2 (RO and DoW) and I wish Mercs and DT will come back too.
Alas sadly my TRx days are over, they are still a good bunch but to many people left and its not the same anymore. But come launch me and Term will be playing with a new group.

But its not that I dont doubt they wont have stuff to cater to small scaled operations, its just with the new mechanics to take over bases and hex's that im curious as to what they are going to offer for objectives or incentives for small scale operations to be performed.
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Old 2011-12-29, 02:42 PM   [Ignore Me] #28
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Re: Small Scaled Combat


Originally Posted by Trolltaxi View Post
Based on the small amount of info about the territorial systam I'd say it really goes towards massive battles. Even if a squad succedes in turning a hexa to their side somewhere way behind the lines, it will be be really easy to take it back.

I can't recite the source, but I recall that hacking a lone hexa will take about half an hour, but hacking it back would take 30 seconds. (no adjacent friendly hexa vs. 6 adjacent friendly hexas). It would take a great effort to turn multiple adjacent hexas to your side and even greater to hold the area.

I don't know how larger bases will work, will there be a generator or something meaning an option to hit it with a black ops team? Anyone about that?
I know my Outfit will be setting up 6-7 hex sieges, just like was mentioned before, some of the Outfits were 50-100+ strong.
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