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2004-03-15, 12:47 AM | [Ignore Me] #151 | ||
First Sergeant
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Dang, 11 pages and growing. I have read each argument pro and con (I'm on the pro side), but you know what, your wasting your time, surge is changing. Now, how that really affects the playerbase won't be determined until it goes live. We may end up with yet another "uber lasher" goof up, or this all just may be a lot of hot air. Fact is, there is no facts. I have heard all kinds of stuff bandied about, yet nothing to back it up (other than personal opinion, useless stats). Until we get a read from the devs AFTER it goes live, there is really no way of knowing what this means to live play (hence the play tests). At least we have more warning of this change than we did for "uber lasher" (and more thought put into it).
I would challenge all the nay sayers to start using surge as they are going to change it. In other words, holster weapon, turn it on, move, turn it off, draw weapon. Try to see if that really is going to affect your ability to fight. Seems like most of the arguments I have seen against the change, state they use surge to get within CQB. If that is the case, then the half second it takes to hit your function key, then hit weapon key, is really not going to make that much difference. However, I really think, most use it during a fight, knowing it will warp, thus enabling them to get an easier kill. If so, sorry, but your not going the be the CQB master anymore. Anyway folks, at least this has generated alot of interesting debate, with very little flames. I think the argument is pretty silly though. If you need help getting to CQB with the enemy, use other MA troops to provide suppressing fire while you close in. The days of the lone wolf HA doing everything are dying. As always, these are my opinions and subject to just as much inaccuracy as everyone elses. But, they are just that, opinions, not facts.
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KIAsan [BWC] If it's not nailed down, it's mine. If I can pry it up, it's not nailed down. |
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2004-03-15, 06:30 AM | [Ignore Me] #152 | ||||
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2004-03-15, 09:23 AM | [Ignore Me] #153 | ||
Contributor Major
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The "infiltrator boomer" scenario is not a problem to begin with. Complaining about an Infil pulling off some boomers in your spawnroom is akin to complaining they just snuck in and rehacked your base because no one was guarding the CC. Or it is like people that complain that vehicles can run them over. Its pure lazyness. Try flipping on darklight or have someone on patrol. As a former infiltrator I can assure you that getting away with boomering is a hell of a lot harder than you think it is
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2004-03-15, 10:01 AM | [Ignore Me] #154 | |||
Lieutenant Colonel
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Please play as an infiltrator and realize the limitations before posting about their problems. |
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2004-03-15, 10:29 AM | [Ignore Me] #155 | ||||||
Sergeant Major
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Infiltrators, once a base assault has begun in earnest, really have no place on the battlefield. Their role is recon and harassment. They find the weak points for heavier units to exploit and they pick of the stragglers and ones too stupid to use support of their own. Their place is NOT running randomly through a base using boomers to blow up people who can't see them and couldn't track them accurately if they COULD see them. The good bet is that 99% of the people in that spawn room could not catch up to a surging cloaker even if they wanted to. Add in that they can't just fire shotguns off because of the insane number of friendlies and you begin to have a problem. If a cloaker sneaks into a spawn room and finds a way to sabotage all the spawn tubes...good for him. Running in when he knows the likelihood of being hurt almost doesn't exist is abuse.
Making it affect Heavy Assault only doesn't help. The abusers will simply resort to using Sweepers and other weapons. Doesn't really matter what you use if you can't be hit in return. Again, dumb solution and why it's not being used. Increasing the stamina drain punishes those who use it as a travel implant, which is evidently (from Sporkfire's post) how Surge was originally envisioned. Many people don't use Surge in combat, but instead use it to get from base to base because they don't have the certs for/want to use a vehicle. Punishing people for using an implant as it's intended to appease those who want to use it to abuse a flaw in the netcode is also a dumb solution, hence why it isn't being used.
I respect your passion for something you feel should stay in, but given it's obvious abuse potential, it's something that needs to go. I'm sure the Devs examined all those possibilities and saw the exact same problems I see (and probably many more). Hence, they've gone with the one that is the best compromise of all the factors. |
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2004-03-15, 10:55 AM | [Ignore Me] #156 | |||
Lieutenant Colonel
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The likelihood of being hurt almost doesn't exist. There is absolutely no point in the game where this is true for an infiltrator. We have no armor. We are killed by friendly fire as often as the enemy. Stray shots not aimed at us kill us all the time. I have been boomered in the spawn room, and I have more often than not killed the person who did it my very next spawn with nothing more than my supressor. The main issue are the idiots you are spawning with. I will always give the VWC as soon as I see the boomer run starting, but rarely will anybody stop long enough to assist with hunting the cloaker down. Most people are too busy getting their gear and running for the zerg to stop and down the invisible guy who is most likely on death's door anyway if he made it that far into the base. Let me give you a few hints, since this scenario seems so troubling for you. If you get boomered once, at next spawn stay in the tube. Nobody does boomer runs at the tubes, it's suicidal. It's easy to track the path of the cloaker as he drops his next boomer, and fire your supressor at him the whole way. You'll hit him a few times, possibly kill him even if he has surge on. Now, were you paying attention to where he came from? Good, because on his next boomer run that's where he's going. 99% of infiltrators will run from one location to another and then back again. It's an easy pattern. Now you run to that location and wait for him to come surging towards you, while you mow him down. Wasn't that fun? Now I'll give you even more hints. Even with surge on, the infiltrator is either surging into a corner of the spawn room or just outside one of the 3 doors (assuming it's a base spawn room we're talking about). They don't keep going, if you keep going you attract attention and somebody with DL is going to wipe you out. Again, I'd ask that people who haven't actually played the infiltrator stop talking about the problems that infiltrators cause them. The fact that people see the infiltrator role a particular way does not mean that's how all infiltrators should play it. The fact that I can successfully use the suit in order to position myself properly for some good killing runs (and at least half of my kills are with the knife), and the fact that I can normally rack up more kills than I can as a standard grunt tells me all I need to know. It's all about finding a way to play which suits your own playstyle. My friend and I go out together as infiltrators and constantly get tells from enemies either complimenting us or telling us how much we piss them off. Either tell is gratefully accepted. |
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2004-03-15, 11:34 AM | [Ignore Me] #157 | ||
During the AGN shoutcast Sporkfire mentioned that nerfing surge is the only way they can prevent the warping exploit in PlanetSide. It all comes down to the fact that when a character moves quickly, the client must predict their movement until it gets another update from the server. When it gets this update, it updates the character's location to a new position. This is what causes people to warp around. I'm sick of getting killed by people who run towards me, and then suddenly are behind me shooting me in the back. Without surge on, warping is less likely to happen because the client can predict the character's movement more accurately, and when it recieves an update, a large warp is unlikely to occur because the character wasn't moving fast enough to have traveled a large distance between updates.
However, I do think it would be fair to pull a pistol while surging. I figure that surge boosts bloodflow to your legs, making your arms relatively weak. Thus, you would be unable to use any weapon heavier than a pistol. Perhaps also increase the CoF of the pistol during surge, as your weakened arms would have more trouble maintaining a steady aim. |
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2004-03-15, 02:36 PM | [Ignore Me] #158 | |||||||
Sergeant Major
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Arguments that you make by forming incorrect assumptions about other players in turn reflect poorly on any information you present, even if it is accurate. Please limit your commentary to facts that you know rather than facts you think you know. |
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2004-03-15, 02:36 PM | [Ignore Me] #159 | |||
Major
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2004-03-15, 03:02 PM | [Ignore Me] #160 | |||
Contributor Major
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It seems that the advocates of the massive game nerf just want to continue to ignor the fact that this fix will not stop warping. Here are some snippets from others so I dont have type this all again Snippet #1 - There's been no official statement about fixing the warp issue. Only that there will be a change to surge so that a player's weapon/tool will be holstered when surge is activated and cannot be used until surge is deactivated manually (ie. surge nerf) So you'll still have guys running up the stairs and continuing to keep running right into the ceiling and magically appearing behind you. It'll just take him longer to pull out his gun and shoot you in the back now. Snippet #2 - The only positive impact on gameplay, is that it will reduce the occurances of people exploiting surge to get their kills (a good thing); however, it will not completely eliminate it. In fact, warping itself with surge will increase because you surge faster without a weapon drawn, and faster movement speed equates to greater chances to warp. Those who are currently exploiting surge now will warp worse than ever and still use it to kill people. So we are left with a "solution" that may fix one bad thing, albeit not completely, but what are the negative impacts to gameplay? So since we are down to treating the symptoms of the problem and not fixing to begin with how can someone advocate for the fix that does the most damage to the game as opposed to the least? With the proposed fix, your still going to have warpers and they will just create a new macro that allows them to still kill you from behind like always. Meanwhile the rest of us are nerfed and a whole style of infantry combat was ruined. At least with an idea like no jumping, your only rarely going to have a warp and have the benefit of not ruining the game. Yeah, I would much rather limit the change to an occasional warp (much like with vehicles) than ruin a whole style of gameplay |
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2004-03-15, 03:59 PM | [Ignore Me] #161 | ||||||||
Lieutenant Colonel
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By the way, I haven't used Surge for quite a while. I think Surge and Darklight are the crutch implants that remove too much of the fun from the game. But thanks for playing!
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2004-03-15, 05:19 PM | [Ignore Me] #162 | ||
Right, I think we need to get back to step one here.
Problem: Warping due to the use of the surge implant whilst having the ability to fight. This means that accidently or by deliberate exploit players are able to fight without receiving fire themselves. Fix: Remove the ability for people to fight whilst usiing surge by preventing people from having a weapon out. At the moment it seems people are slapping each other about because infiltrators can do that and infiltrators should do this and to be quite honest it's getting quite pathetic. If the devs wanted to be lazy they would have just removed surge. They're trying a compromise. Allow people to use surge for crossing distance quickly, but removing the potential for exploit. This won't remove warping entirely, but it will mean that people can't fire during that warp, if they begin firing after the warp at least then they can be hit back, which is the issue at hand. In the end, it doesn't matter if an infiltrator or a rexo plants a boomer and legs it before the anyone knows whats happened due to warping, the problem is that it happens, and the devs are trying to remove the exploit the best they can. Or at least until they can implement a better solution. |
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2004-03-15, 05:28 PM | [Ignore Me] #163 | |||
Contributor Major
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Fix: Remove the ability for people to jump while using surge thus practically eleminating warping. The problem here is that people are picking #1 over #2 and are doing so because they just dont get it. |
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2004-03-15, 05:30 PM | [Ignore Me] #164 | ||
It is a fix to the problem specified, that people can fight whilst warping, if they can't have their weapon out while surging, they can't fight while warping, jumping or not. Perhaps they'll disable jumping later down the line if they can and if you're right we'll all be happy.
Either way, we still have a way until 2.6. Either solution does me fine, JUST REMOVE THE WARP KILLERS! :| |
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2004-03-15, 05:40 PM | [Ignore Me] #165 | |||||||||
Sergeant Major
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I agree that it is a valuable thing for the main infantry to be able to get into the spawn room easier. My problem is that there's an exploit being abused to do it. If the infiltrator gets there through his own skill and gets things done that way, more power to him. Using a flaw in the netcode to produce it is *not* a valid tactic.
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