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2012-08-10, 02:24 AM | [Ignore Me] #1 | ||
Corporal
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List what worries you about Planetside 2 not having that unique awesome feeling Planetside 1 has. On a positive note list what gives you hope about Planetside 2. I know I should start this up by listing my own thoughts, but I only played Planetside one from release to aftershock, and I haven't done enough research on PS2 to really know what features will be missing that PS1 had. I would like to hear what people especially PS1 veterans have in mind.
Last edited by Hunterzen; 2012-08-10 at 02:35 AM. |
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2012-08-10, 03:21 AM | [Ignore Me] #4 | |||
The game looks like it will play differently. Sure, it'll be in the FPS genre but with the vehicle, ttk and other changes in the pipe, the only PS1 it'll have is a mostly-similar lore and massive, mixed-arms battles. However, those brawls (and lore, for some) are what bring us here in the first place so, yea, I think it's a worthy successor.
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2012-08-10, 03:27 AM | [Ignore Me] #6 | |||
Lightnings were driver/gunner, Magriders had a fairly terrible driver gun, and the rest you had to park and swap seats to use any weapons.
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2012-08-10, 04:37 AM | [Ignore Me] #8 | |||
Second Lieutenant
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2012-08-10, 04:54 AM | [Ignore Me] #9 | ||
Sergeant
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I really think and hope that the hex region system will enable both, zerging and specop-ing. I could imagine that the zergs will be directed toward the big goals (i.e. bases) whilst the capturing of crucial resource nodes wont be of much interest for the zergs and will be a primary target of spec-op-groups. Ideally the sum of those little captures will contribute a lot to the performance of the zerg.
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2012-08-10, 07:10 AM | [Ignore Me] #10 | ||
Major
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One thing that will draw people in, is the feeling of getting 30+ outfit members and attacking a base and feeling like your superior strategy and co-ordination is what wins, and now just that you spammed the most people, or seeing a friendly outfit being beaten back so you come in with aircraft and save their sorry buts. But if this is just going to be COD but a bigger scale, that might drive people away. But i don't think Sony would kill the game by leaving strategy out of the equation.
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2012-08-10, 09:38 AM | [Ignore Me] #11 | |||
Private
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2012-08-10, 09:53 AM | [Ignore Me] #12 | |||
Lieutenant Colonel
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All the bases seem to be arena style designs. With no doors to direct or change the flow. The "Breach and siege" game is gone. Coupled with lack of an SOI, no fronts to base assaults. The Continents themselves are little more than server selections with the advent of each empire having a home base on each. There will be no GLOBAL movement of fronts. The most positive thing I can say, is the art is fantastic, and the shooting looks solid. Last edited by MrBloodworth; 2012-08-10 at 09:57 AM. |
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2012-08-10, 10:44 AM | [Ignore Me] #13 | |||
Staff Sergeant
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Every single base attack was the same thing in PS1. Go down one of a few paths to console, hack, wait, obnoxiously bring ANT. Go to next base, repeat. You could've replaced any base with a medieval castle and you wouldn't have noticed the difference. This system makes taking basis a bit more active, while at the same time the terrain and base layouts will make taking bases different, as we saw with The Crown. As an aside, from what we've seen of Biolabs, they look like they might be most similar to PS1 capturing. Last edited by Syphus; 2012-08-10 at 10:46 AM. |
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2012-08-10, 10:52 AM | [Ignore Me] #14 | ||
Lieutenant Colonel
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Its part of the "breach and siege" game-play, also Infiltration, and changes the flow of battle. Right now, we have arena style base layouts with no changing paths.
Its also 2012, they do not need to be "Star trek" doors. See Blacklight:Retribution for a great way to do lockable, hackable doors that avoid all the problems with the PS1 doors. Last edited by MrBloodworth; 2012-08-10 at 10:53 AM. |
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