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PSU: Hammer for Jesus 2012.
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2012-03-22, 08:15 AM | [Ignore Me] #16 | ||
Sergeant
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Nice to see some people acutely coming from different games and taking the time to read before posting and asking questions word is spreading! good news
to this day I heard about a Cloaker in Planetside and acutely thinking there better be a counter for this - Darklight was that one of my party members Just got the Implant and we were all in a LAN Cafe at the time about 5 of us - and he turned it on and screamed omg there's one! very funny indeed heh |
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2012-03-22, 08:41 AM | [Ignore Me] #18 | |||
Major
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The funny thing is that my mind filled in "actually" and did not even notice he used the word "acutely" until you pointed that out.
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2012-03-22, 02:21 PM | [Ignore Me] #21 | ||
Major
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Wall'O text inbound.
1: Buying stuff Right there with ya regarding the side-grade balance issue. How the plan they've told us about is that everything will at some point be buyable through ingame resources. There was some talk about items rotating through times where they are only buyable through station cash but I don't believe that has been mentioned again recently (as in the last 8 months or so). In the recent video the shop is quickly shown and there's two costs for everything, one is probably ingame resources and the other is station cash. If you're familiar with how Global Agenda works with it's stores it will probably be something like that. 2: Item Duration The only items we know that are consumable or can be lost are implants and grenades. Gunner weapons on tanks are lost when the tank is destroyed as well. It sounds like BF free to play has a pay to win system. 3: Infils Cloakers are permanently invisible however for it they give up any armor and the ability to carry more than what could fit in a handbag. There's also a bunch of limitations on the cloak. The faster you move the more visible you are, cloakers also have the fastest run speed so one doing anything other than being crouched and tapping their move keys shows up in some form visually. Shooting makes you light up like a Christmas tree as does hacking. In addition, the radar would more often than not give you away and enemies would swoop down on you to rend you and your invisible pajamas apart. There's also the ultimate counter in the implant darklight which made normal people hard to see but made cloakers show up like if you shoved a light-bulb up a ghosts sphincter. There are counters that the cloaker can use against radar in the form of crouch walking or using the sensor shield implant. But they don't have any instant kill weapons and penetrating defenses with them is always a challenge as there are obvious tells if a bad cloaker is about. Don't worry about cloakers being anywhere near the top of the kill boards, it's a much slower play style where you die a lot. As for how they'll handle in PS2? We have imperfect information right now. 6: Implants, certs. Out of order because this probably should be covered sooner that than later. In PS you had 3 bars: Health; Armor; and Stamina. Implants were similar to perks from CoD but most of them drained your stamina to use and all of them had charge times so you couldn't use them right out of spawn. You got an implant slot at BRs 6, 12, and 18. No implant increased your damage... ok that's a lie, melee boost make it so you could shank someone in 2 hits rather than 3. But the rest were things like being able to see enemy HP (no stamina drain), turning stamina into a personal shield (effectively another health bar that went away really fast), Surge; high move speed for stamina drain based on what armor you're wearing along with the inability to shoot, Range Magnifier; allows you to zoom 2x,4x, and 8x rather than your normal 2x (or with a scope 12x), when close to death regenerate some HP and Stamina, turn 2 stamina into 1 hp, and so on. When you run out of stamina you can no longer jump (jumping costs 10 stamina) and you can't run or use implants until you regain 20 stamina. Stamina regenerates while not moving and regenerates at different speeds depending what armor your in. Certifications, probably the best thing in Planetside prior BR40, but that topic is like a gasoline plant that stores its product next to the incineration. Certification points were points that you gained about every battle rank (BR) level that you used to get access to weapons/vehicles/tools/abilities. The maximum number of cert points you can get is far below what's available. One you spend your cert points you don't lose them, every 24 hours you can unlearn 1 of your certs and get your points back. Also some certs had prerequisite certs. E.g. In order to get the Heavy Assault weapons cert you first needed to have gotten the Medium Assault cert. Certs were also priced differently for example the Medium Assault cert is 2 points while the Heavy Assault is an additional 4. This forced people to specialize into roles as the guy who is good at driving tanks probably doesn't have the equipment for heavy indoor fighting. 4: Faction Specific Stuff To jump ahead to your question, you're thinking like BF in regard to how equipment is supplied. That's simply not the case in PS. What you capture does give bonuses but it's not in the form of specialty equipment. There are some bases that give you access to better tanks and aircraft but you can get them without the base, the base just makes it more convenient. (e.g. a Tech Plant base is needed to produce heavier tanks and aircraft locally on cont, there are several tech plants per cont.) There are non-faction specific weapons that are shared across the 3 factions, a quick example from the PS2 screens shots is the Sunderer. It's the large Humvee looking transport with 2 guns on top. Another example is the lightning light tank which all 3 empires have access to. These vehicles and equipment tend to be accessible at all times. Exceptions include the Reaver (needs tech plant) and Galaxy/Lodestar (needs dropship center). All vehicles however can be gotten at sanctuary at all times. (I'm ignoring Core Combat vehicles for this example) There's something in your question that implies you don't fully understand faction specific weapons/vehicles. They aren't the same weapons with minor tweaks, I think you got that idea from Higby talking about the modifications that could be done to the non-faction weapons. Faction weapons and vehicles are RADICALLY different. Quick example from the AV weapons: VS Lancer is a direct fire weapon that has a short charge time before each shot; NC Phoenix is a missile launcher whose payload is camera guided/piloted to it's target; TR have a missile launcher with a lock-on that requires a line of sight be maintained to its target. 5: Territory Capture Benefits Capturing territory gives resources over time. It is not known if they will give bonuses to equipment but it is doubtful. In PS there were such bonuses but only if you captured the entire continent (cont lock), benefits varied per cont but were mostly utilitarian in nature. 7: MAXs MAXs are small walking vehicles. They come in 3 flavors (AV/AI/AA) and have a special ability. How the MAX does its job and what its special ability is depends on the faction. If you're going to fight one you're going to need AV weapons to have a chance at winning against its typically superior firepower. However, there's a cost to having a gun for an arm, a huge inventory, and hard metal shell. That weakness is that they can't hack anything, repair, or heal themselves. They are at once the fastest and slowest form of infantry. When walking normally they trudge along making them easy targets for anyone with a rocket launcher. However, their autorun turns off their weapon systems and lets them charge along at nearly wheeled vehicle speed. This has an acceleration/deceleration time at either end so you can't just run in and out. 8: Squads Squad leaders in PS are a hybrid of BF's SLs and Commanders (speaking from BF2 reference point). They have their own leveling system (Command Ranks) the only exp for comes from capturing a base while leading a squad. As they level they get access to more toys. At lv1 they get the ability to place 4 squad way-points (giant columns of light) on the map to guide troops around and give direction. Lv3 allows for drawing and writing on the map for the squad to see, this is the best ability in the whole game. There are only 5 CR levels and the other ones give or upgrade abilities accessed through the CUD tool. The abilities are: Reveal Friendlies; EMP blast; Reveal Enemies; and Orbital Strike. All of these abilities have cool down timers once used. The orbital strike is less like BF's artillery bombardments and more like C&C's Ion Cannon with a 10 second count down the last 4 seconds of which the enemy knows its coming. Squads go up to 10 people and platoons are 3 squads. There's also command chat which is another channel set aside for the various CR ranks to talk to each other. High level the CR the larger the area the command chat reaches with CR5 being the whole world. CR5 also gives the ability to /comall or global, this allows the CR5 to talk to the ENTIRE EMPIRE. There are similar commands for broadcasting on each individual continent. 9: Hacking Hacking is how you open enemy doors, start the process of capturing an enemy base, or (after certifications) steal tanks and gain access to enemy equipment terminals. The time it takes to do any of these as well as a host of side effects is affected by hacking certs. It's not a mini-game but that doesn't mean it isn't REALLY REALLY tense at times. For example, hacking a base terminal with no certs is 1min while hacking with expert hack is around 22 seconds. As for capturing bases hacking only starts the process. Once a base is hacked a 15min count down starts where the enemy has to reach the control center and re-hack the base or spawn a flag that needs to be taken to a nearby friendly base. Hacking a causes also a number of interesting things. Equipment terms will no longer work for anyone unless individually hacked, the base turrets will stop working, and all benefits the base was giving stop. (for more on stopping enemies from pulling Reavers, see "Generator Blowing and You") As for stealing vehicles, you need advanced hack to steal empty ones and expert hack to steal manned ones. I can tell you that there's nothing so much fun as stealing enemy tanks in the middle of a fire fight. 10: Popuri I've never had times in BF where I've spontaneously had a good time. If I did it was due to not playing like you were supposed to. For example: Annexing a rooftop in Karkand and staying there through out the game with a couple of buddies; doing low orbit drops from a black hawk our squad leader was piloting; or flying a helicopter into a warehouse to capture a point and making it back out alive. Planetside was so large and free form that random things just kept happening. Driving out in the middle of no-where = lone landmine. Ginormous amount of incoming fire where the only thing I can do is laugh and cuddle up inside a bunker as the world above gets turned inside out. Planetside has a real sense of place, it's very hard for me to think of the various continents in terms of digital maps as they've taken on the properties of real places for me. tl;dr: Planetside can and will ruin your ability to enjoy other FPSs and we're hoping PS2 is more of that.
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By hook or by crook, we will. |
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2012-03-22, 03:19 PM | [Ignore Me] #22 | |||
Master Sergeant
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http://www.rockpapershotgun.com/2008...netside-the-1/
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2012-03-22, 03:39 PM | [Ignore Me] #24 | ||
Sergeant Major
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Amazing how PlanetSide was a bright and shining star in the MMO world for such a short time. We all fondly remember the first six or so months before SoE let it rot and turn to shit.
I so dearly hope PS2 doesn't suffer the same fate. |
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2012-03-22, 03:40 PM | [Ignore Me] #25 | |||
Master Sergeant
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1 and 2. - Hardest to say, as we don't know for sure. - Expecting that stuff earned is permanent. 3. - Completely cloaked when still/crouch-walking, 10% uncloaked walking, 20% uncloaked firing/being shot at (translucent, like the TF2 spy when the cloak slider is empty) - http://planetside.station.sony.com/howto/armor.vm THIS page shows you the infiltrator's limits on equipment. - Only has 1 small holster, so can't carry rifles, compare to the other armour types. This is how PS1 worked at least. 4. - Yes, non-faction "common pool" weapons/vehicles are expected, like the Galaxy. - I doubt you can capture a vehicle spawn point. - SPAWN points for vehicles are only available at Vehicle Terminals. - In PS1, these were only found at facilities. - If you capture an enemy facility, you can access its spawn points, but only to spawn your own empire's vehicles. - In PS1, you could hack enemy vehicles to turn them to your empire and use them though. Not certain if hacking is still in PS2 but there's no reason why not. 5. - We don't know for sure the benefit territories bring. - Probably, you can use the resources a particular territory has through some mechanic to Perk your equipment/vehicles/persona, for example 10% more vehicle armour. But we don't know the exact system and how it functions. 6. - Implants = In PS1, you gain XP from killing, and Battlerank levels go up as you amass XP. - At certain Battleranks, you gain implant slots (up to 3). You can then choose from about 10 different "implants". - Implants are literally small perks. "Surge" implant boosts speed, "Sensor Shield" made you invisible to radar. http://planetside.station.sony.com/howto/implants.vm - We can't be sure how implants are being used in PS2, but probably the same way, if they exist. - Certs = Certification points are given at each Battlerank in PS1. You can then use these to purchase "Certs (certifications)" which literally teached you to do stuff. Access certain weapons, certain vehicles, certain armour and certain abilities - System is being changed to some sort of cert "tree" for each class in PS2. Apparently you earn certs continually (faster with XP) which allows you to specialize in your class by giving you access to add-ons and sidegrades, like the spawn ability in a galaxy. 7. - Heaviest armour type. Basically a "heavy" from TF2. - Can't use equipment or change weapons, it has it's heavy gun attached to its armour 8. - In PS1, you earned Command-XP from leading squads, and gained Command Rank - Command Rank let you use command chat basically - you could speak to the entire empire - and a few goodies like an orbital strike attack and EMP blast. - In PS2, they're expected to have a role more integrated in the game's mechanics and more distinction. Not certain how you progress as a commander. - In PS1, you literally just invited people to form a squad with you to be a Squad Leader. Since you were the one giving the invitations, you become the Squad Leader of the squad. Anyone could do this from day 1. 9. - In PS1, the "REK" tool let you "hack" enemy doors so you could get into their base. - Anybody could "hack" if they had a REK on them which anybody can access. - However, "hackers" is what we usually call people who have a Cert in Advanced-Hacking. This basically means they, A, had much faster hacking speeds, and B, could hack more than just doors (Vehicles, Vehicle Terminals, Equipment Terminals) and allow their empire to access whatever they hack. - Also, Facilities and Towers are exchanged by hacking the Control Console. Anybody with a REK could do this but Advanced-Hackers do it very quickly. - Expect it to be the same in PS2, however we don't know if you can improve/specialize in Hacking or if it's just something everybody can do normally. That's usually what we mean when we ask "is Hacking in PS2?" 10. - PS1 was extremely team-oriented. You could easily have more fun supporting players than killing. - PS1 is very sophisticated tactically. This is literally just because there's so many variables to consider because the game is in such a big scale. - Three factions further sophisticates the tactical philosophy of the game, and keeps things balanced (a larger-population empire is usually ganged up on by the other two). - PS1 had freeform inventories and freeform equipment system, only limited by your Armour. You could literally carry a Rocket Launcher and Sniper Rifle if you wanted, and carried as much or as little ammo as your armour inventory could carry if you felt like it in whatever ratio's you wanted, which was also true of things like MedKits or grenades. It was done in such a way that everything was pretty much balanced too, at least originally. HOWEVER PS2 is scrapping this in favour of classes >_> - PS1 allow the player a great deal of control. Spawn points, facility energy levels, what facilities you owned, even what continents you wanted to take or give up, were basically up to the player with only the opposition empires to stop you. |
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2012-03-22, 05:56 PM | [Ignore Me] #26 | ||
Second Lieutenant
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Lots of great responses here.
I think we've pretty much answered his questions though.
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>( 666th Devil Dogs )< Alpha Tester: Tribes: Ascend Modder: Mount & Blade: Warband Player: Garry'sMod, Arma 2, Air Buccaneers Lover: Planetside NC Brig. General ಠ_ರೃ |
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2012-03-22, 06:06 PM | [Ignore Me] #27 | |||
Captain
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But seriously, I predict it will just keep going like the Energizer Bunny up until the corp couldn't pay to have TV commercials anymore. |
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2012-03-22, 06:16 PM | [Ignore Me] #29 | ||
Colonel
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Speaking of disgruntled BF3 vets, when Beta starts, it would be cool if some people skilled at making videos would make some video montages, but not montages of elite quickscoping, but instead, montages that show off the things BF3 players are asking for every day at Mordor. Proper squad play and the ability to have automatic in-game voip. Hell, you'll get cheers from Mordor over something as simple as the ability to custom name your squad. And in-game Outfits? that will put it over the top.
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