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2012-07-14, 03:25 PM | [Ignore Me] #17 | |||
Second Lieutenant
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Black Widow Company has a video showing bounding over watch. It's kind of corny but you get the point. Bounding over watch usually works best with vehicles. It can be done with infantry, but not in a firefight. The guys in the video were running to far to the next point. It would have given anyone plenty of time to put them in the crosshairs and fire.
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2012-07-14, 06:27 PM | [Ignore Me] #18 | |||
Sergeant Major
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Game is going to play exactly like COD, except on a bigger map. How organized does COD battles look like? Question answered. |
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2012-07-14, 06:46 PM | [Ignore Me] #22 | |||
Sergeant Major
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Ok, I can atleast understand that reasoning. But theres more than guns and looking through a duded eyes to an FPS. Theres tempo, for one. CoD plays very different from TF2, and both of those play different from Battlefield. Then theres TTK, time to kill, which is very different from game to game. Halo is not like CoD in this respect, for example. Then theres weapon performance, recoil, reload time, grenade mechanics and a whole bunch of other stuff that make these games stand apart and play totally different. Don't underestimate the impact the scale of PS2 will have on gameplay. It's not going to feel like CoD, BF3, Halo or any other FPS on the market precisely because of how these factors align. So no, it's not going to play like Call of Duty. Not by a longshot. |
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2012-07-14, 06:47 PM | [Ignore Me] #23 | ||
Sergeant Major
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"Don't dumb it down"
"Don't dumb it down" "Don't dumb it down" "Don't dumb it down" OMG you dumbed it down. You overestimate the effect scale has on game play in a FPS game, in fact map size effects game play very little in FPS games. You got CTF, and you camp the spawn, there's really no difference between Quake/DOOM/PS/wwiionline/COD |
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2012-07-14, 06:51 PM | [Ignore Me] #24 | |||
Staff Sergeant
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2012-07-14, 06:51 PM | [Ignore Me] #25 | |||
First Sergeant
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P.s. I love Mount & Musket, and I used to do line battles in the 92nd. I know it's not really relevant, but it's relevant enough for me Last edited by MrKWalmsley; 2012-07-14 at 06:55 PM. |
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2012-07-14, 06:55 PM | [Ignore Me] #27 | |||
Sergeant Major
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So you are telling me that the fact that there could easily be 500 people attacking one base, with 50 aircraft dropping dudes in power armor left and right will not in any way alter the gameplay dynamic compared to Call of Duty games? That the fact that you can have whole columns of tanks doing battle against each other somehow magically makes Planetside 2 exactly like CoD? Ok, then we're done here. |
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2012-07-14, 07:01 PM | [Ignore Me] #28 | ||
Private
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Very early on in Planetside's life that type of fighting was commonplace. In fact, most battles were gigantic troop surges between opposing bases. This is when I enjoyed Planetside the most, personally.
This was prior to a vehicle "balance" patch which slowed tanks down, particularly the magrider (which was exclusively referred to as the Magmower), and made them take forever to die. I started losing interest in the original game after this. Another thing that contributed to this was the fact that players were not very high level yet, and had access to fewer vehicles. Outfits were in their infancy as well. |
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2012-07-14, 07:01 PM | [Ignore Me] #29 | ||
Private
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Well like others said, nobody is goinnto walk in straight lines like that so nicely, but in my PS1 experience you can notice some general lines start to organicaly appear now and then between bases and towers. They wave and "bulge" so they don't look so organized, but still it's some sort of line.
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2012-07-14, 07:14 PM | [Ignore Me] #30 | ||
Corporal
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the reason such lines appear naturally in PS1 is because they are formed along positions of advantage from a terrain point of view, with either a height advantage or a cover advantage or both.
Line formations as in 'everyone stands shoulder to shoulder in a perfectly straight line' is stupid. you will never find a good situation to do that unless physically blocking a door in a last ditch attempt to stop their entrance at any cost, and even then it would not work out too well... A real line formation that might actually be useful is really rather a basic concept: Your squad forms a line either side of the SL, this is usually not perfectly straight (cover and LOS is more important than keeping perfect formation) and it is definately not shoulder to shoulder with spacings anywhere from ~5m to ~20m between squadmembers depending on the situation. The goal here is to alow every member of the squad a good forward fireing position with out any one getting in the way as well as to provide multiple angles of attack against a common target. The spacing is there to stop the squad from all being suppressed at once or being taken out in a single grenade or cannon hit. But the most important thing to remember is: these styles of formations are just a guide line, as long as you are keeping up with the squad and doing your job as dictated by your SL it is much perferable that you are in some sort of cover rather than in the open 'keeping formation'. Last edited by Seagoon; 2012-07-14 at 07:16 PM. |
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