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PSU: Vanu Guidebook, Training Page 69
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View Poll Results: Should Shields Replace Armor? | |||
Yes! Keep it like it is! I love it! | 54 | 41.86% | |
Yes and No, Use both systems for different classes. | 36 | 27.91% | |
No! Give us back our armor system! | 32 | 24.81% | |
Yes, but only for Vanu armors. | 7 | 5.43% | |
Voters: 129. You may not vote on this poll |
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2012-03-16, 06:27 PM | [Ignore Me] #16 | |||
Sergeant Major
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Now it's just less annoying. |
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2012-03-16, 06:38 PM | [Ignore Me] #17 | ||
First Sergeant
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2012-03-16, 06:44 PM | [Ignore Me] #19 | ||
Colonel
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The only purpose infantry armor really served, and the reason it existed, was to add more hitpoints to infantry when engaged by antivehicle weapons, but far better methods of getting that result have been developed in the past ten years.
Armor is well rid of. It was a clunky mechanic. Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't. |
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2012-03-16, 06:53 PM | [Ignore Me] #21 | ||
Master Sergeant
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i dont like anything that regenerates
i would prefer the armor system the regen systems is one of the the reasons i DONT play bf3 anymore - it makes medics and engineers almost useless (for repair) Last edited by fod; 2012-03-16 at 06:57 PM. |
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2012-03-16, 07:07 PM | [Ignore Me] #23 | |||
Shields are not affiliated with engineers anymore and are rechargeable. Vehicle Armor (engi's field of expertise), and supposedly MAX Armor, is unrechargeable. |
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2012-03-16, 07:10 PM | [Ignore Me] #24 | ||||
Second Lieutenant
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Maybe they will put a long enough timer on it so people can't run and hide to heal after any damage is taken. As long as health doesn't recharge it won't be a big deal.
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Last edited by WiteBeam; 2012-03-16 at 07:11 PM. |
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2012-03-16, 07:32 PM | [Ignore Me] #28 | |||
Colonel
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I've explained what I want before, but I don't feel like searching for it so I'll go again:
Shields are useful. They reflect the fact that players will be hit by random non-lethal bullets a lot. The armor system was not as lenient, nor designed with that in mind. That is to say shields should be designed to block the random few shots you take when stepping out of a doorway or running to a new position. Health should be on most of the classes 4 times larger than shields proportionally. That is if you hit someone's shield down then you do health damage promoting skilled focus fire. Armor should exist as both a modifier for damage and a physical bar for some classes (heavy and max) and as an upgrade via resources as a choice among better shield modules and other things. Related to this thread. So basically a nice shield, armor, and health system. The other option I'd prefer is if the shield bar was also an energy bar similar to the old stamina bar where shield modules have efficiency ratings. The reason for this is because I'd prefer if the shield was partly optional acting like personal shield and a choice among powering many implants. So by default passive shields are on, but say a person had an implant that cost energy they could turn off passive shielding to use the energy for an implant or other ability. Related to this thread. Opens up more combat choices and customization for players.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2012-03-16 at 07:37 PM. |
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2012-03-16, 07:35 PM | [Ignore Me] #29 | ||
waiting for beta on this
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