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2013-01-28, 11:48 AM | [Ignore Me] #16 | ||
Major General
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Agreed, the ratio of available cert options to amount of BR that gives points to spend on the certs are used to manage this. There were only 20 or so BR in PS1 in the beginning. The amount of points needed in BR got higher and higher as you went up in rank and was much more stringent in PS1 (i.e. it took a long time to gain enough cert points via BR to get everything you wanted).
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2013-01-28, 12:08 PM | [Ignore Me] #17 | ||
Major
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Battles happen halfway between the nearest spawns, if you couldn't put an AMS in a CY then you'd never take a base. You'd have team A respawning 50 meters away every 10 seconds and team b respawning a 5 min drive away.
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2013-01-28, 01:29 PM | [Ignore Me] #18 | ||
First Sergeant
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If you have a sundy fitted out for AMS role then you loose the weapons but can still carry passengers and its your risk to get to the front line /base alive. This would make ams sundies a bit more vulnerable and make people think a bit rather then having 7 sundies at a small outpost and only 1 Can deploy as AMS so 6 are basically wasted. The ams sundie and gal both need looking at and their roles looking at as the gal is so under used
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2013-01-28, 01:33 PM | [Ignore Me] #19 | |||
Major
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2013-01-28, 01:42 PM | [Ignore Me] #20 | |||
First Sergeant
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2013-01-28, 02:05 PM | [Ignore Me] #21 | |||
First Sergeant
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We had AMSs in ps1 and deaths mattered more due to the nature of the meta game. This is mostly due to the outcomes of battles teetered on objectives that provided instant consequences or rewards (hack and hold, down able spawn tubes, debilitating gen) but were deep within bases. Unfortunately with a burning flag system one person surviving an onslaught or one person breaching a defense does not have the same significance as there is allot of time to recover as the flag slowly ticks. Point being there are other aspects of the game which can be looked at to impact the value of staying alive or getting a kill with out simply making people's lives miserable for dying. Oh, and we had amazing front lines in PS1 as well. This was partly due to the lattice system (not making the argument its necessary) but also thanks to a more open continents similar to PS2s Esamir or the bottom left quadrant of Indar. Rolling hills with scattered mountains and a few bridges for good choke points, oh and more areas with dense trees to allow for infantry advancements; as oppsosed to funneling troops through the map with the terrain (Amerish and much of Indar). We do see good front lines on essamir and the green areas of Indar while no one fights on Amerish so hopefully the devs pick up on this. P.s. on an ipad so forgive me if strange out of place words pop up thanks to autocorrect. |
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2013-01-28, 02:39 PM | [Ignore Me] #22 | |||
First Sergeant
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This may even pave the way for the return of the cloaked AMS. Right now it would be silly with so many on the field, but if they were utilized less and were more vulnerable I could see it happen. Maybe utilize it in the armor slot so you trade armor for the cloak. As far as gals go, their role is far less significant due to the nature of the objectives, particularly the burning flag system. I preach it all the time but the hack and hold system along with other ways to cripple a base leaves you with a far more dynamic meta game. The quick hitting attack which the gal drop isn't nearly as impactful or terrifying as it was in PS1. The ticking flag gives all the time in the world to recover if possible. You can't swoop in for a clutch rescuer by stoping a hack or bringing up spawn tubes. Dropping offensively can swing things in your favor but with the burning flag system, if they have more players they will probably recover, especially once spawn rooms are not so campable. Burning flags and almost no primary structure to bases favors the Zerg and significantly cripples the effectiveness of precision attacks. Unfortunately with current state of the game if your not zerging via gal drop then they are nothing more than floating buses. The panic associated with the gal drop is gone, and only large outfits can be slightly effective with them currently. Last edited by Badjuju; 2013-01-28 at 02:41 PM. |
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2013-01-28, 03:22 PM | [Ignore Me] #24 | |||
Contributor Major
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
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2013-01-28, 03:57 PM | [Ignore Me] #26 | ||
Contributor Major
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Yeah. It's a bit reminiscent of what happened in PS1 when they let everybody run around with BR30 and be a One Man Army. The Sundie is suffering from feature bloat. They need to divorce the fighting functionality from the support functionalty.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
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2013-01-28, 05:46 PM | [Ignore Me] #27 | ||
Major
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I don't really mind Sunderer AMS, since Sunderers are pretty easy to track down and destroy.
I actually hate spawn beacons way more than Sunderers, because people always put them down in the most ridiculous places, and their render distance is pretty short, so if they are places a small way outside the base they are impossible to see. It gets so tiresome to have to scour the antenna mast of your base for beacons every two minutes. |
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2013-01-29, 09:47 AM | [Ignore Me] #28 | |||||
Lieutenant General
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If you ever played C&C Tiberian Sun, imagine a game where the most powerful super-units and super-weapons are not numerically restricted to a small percentage of the player's weaponry. That's what PS2 currently is.
Placing them against walls just makes them siege towers. That's not a problem. The problem is how easy they can get on the walls and spread from tower to tower, not to mention the sheer length of the walls that has to be defended, while the spawns keep getting camped and are too decentralized and easy to cut off from the defenders by forcing a 360º vector attack inside the courtyard, so nobody can get to the walls to defend them in the first place. AMS placement has virtually nothing to do with it.
You should really have played PS1 to understand the concept of certing one thing excluding the option to cert something else becomes it becomes too costly for you to cert since you can only spend a limited amount of total points which don't grow over time after you reached the highest BR level. PS2 doesn't restrict you, THUS it's an extremely big issue to balancing numbers of units: there are no restrictions. Resources are not a restriction, since you only need one or two per squad and you can bring 12 per squad if you want. Base benefits are not a restriction, because it's virtually impossible to deny them - by the time you deny someone tech, they just pull MBTs from the warpgate and they have almost the same travel time because the continents are so small (even though too big in relation to the outpost density to determine where they'll go and thus too big to lay ambushes). Last edited by Figment; 2013-01-29 at 09:48 AM. |
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2013-01-29, 09:52 AM | [Ignore Me] #29 | ||
Lieutenant General
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Kerrec, try spending 26 points (max. limit before the incredibly stupid BR40 change) on all the certifications in here and see how much you can actually do opposed to a single player in PS2.
http://wiki.planetsidesyndicate.com/...Certifications Particularly note how much you would NOT have. Note that WITHOUT GETTING ANY SUITS, SUPPORT TOOLS OR INFANTRY WEAPONS beyond the free basic weapons, you'd already need over 30 points to get access to all vehicles. Meaning it's well beyond impossible to do everything and universal soldiers were a myth. Until the GM Brewko became developer and added BR40 in 2009, which gifted ALL certifications in game free upon reaching BR40. Basically ruining the entire carefully balanced gameplay balance in a single patch. Since that change we saw a massive increase in support tools being available, a massive increase in heavy assault weaponry (shortest TTK CQC weapons), a heavy increase in MAX units (most powerful CQC units), air vehicles (fastest to move around, excellent firepower and armour which many could not afford if they wanted tanks for instance), BFRs (we all know how loved those were) and basically removed all uniqueness from characters and completely removed the need to play on alternate characters with different playstyles due to their own unique certification setup. PS2 does that from day 1 and then went a few steps further by creating a larger amount of high firepower units, which were then made even worse by also making them solo vehicle units on top of making them available to everyone. The consequences are obvious, they'll be spammed in massive numbers and completely dominate and overwhelm any difference in group size by sheer brute force. Which dumbs down the game incredibly both on a tactical, strategic and social level. So yeah, it's an incredibly big issue, that I can't blame new players for since they can't comprehend as they're used to only small games where massive spam in great group size difference do not occur. Last edited by Figment; 2013-01-29 at 10:10 AM. |
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2013-01-29, 10:21 AM | [Ignore Me] #30 | |||
Private
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