Big Changes to the Galaxy? - Page 2 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: When Vanu Dance, its to the TR Gunman Band
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
 
Thread Tools Search this Thread Display Modes
Old 2013-02-03, 01:01 PM   [Ignore Me] #16
Rothnang
Major
 
Rothnang's Avatar
 
Re: Big Changes to the Galaxy?


What I want to see is:

Galaxy that can carry a vehicle.
Galaxy that can resupply and repair other aircraft.
Galaxy that can be used as a squad spawn point.

I don't really see a need for a Galaxy gunship, because that would just make the Liberator pointless. Why fly around a Liberator that is at this point incredibly vulnerable if you can just rock a Galaxy gunship that has three times the hitpoints and doesn't move significantly slower?
Rothnang is offline  
Reply With Quote
Old 2013-02-03, 01:18 PM   [Ignore Me] #17
HiroshiChugi
Captain
 
HiroshiChugi's Avatar
 
Re: Big Changes to the Galaxy?


Originally Posted by Rothnang View Post
What I want to see is:

Galaxy that can carry a vehicle.
Galaxy that can resupply and repair other aircraft.
Galaxy that can be used as a squad spawn point.

I don't really see a need for a Galaxy gunship, because that would just make the Liberator pointless. Why fly around a Liberator that is at this point incredibly vulnerable if you can just rock a Galaxy gunship that has three times the hitpoints and doesn't move significantly slower?
Like I said, take away a significant amount of hit points on the gunship galaxy variant. Basically it just makes a hell of a lot more sense to just another another air craft. Much more easier to do. After all, I'm sure the debs had to scrap multitudes of ideas for air craft. Just Britons of the designs back,tweak it a little, and there you have it! A different gunship variant!
HiroshiChugi is offline  
Reply With Quote
Old 2013-02-03, 01:18 PM   [Ignore Me] #18
HiroshiChugi
Captain
 
HiroshiChugi's Avatar
 
Re: Big Changes to the Galaxy?


Also,have extremely limited ammo on the gunship variant, to compensate for the increased fire power
HiroshiChugi is offline  
Reply With Quote
Old 2013-02-03, 01:22 PM   [Ignore Me] #19
Rothnang
Major
 
Rothnang's Avatar
 
Re: Big Changes to the Galaxy?


Originally Posted by HiroshiChugi View Post
Like I said, take away a significant amount of hit points on the gunship galaxy variant. Basically it just makes a hell of a lot more sense to just another another air craft. Much more easier to do. After all, I'm sure the debs had to scrap multitudes of ideas for air craft. Just Britons of the designs back,tweak it a little, and there you have it! A different gunship variant!
I'd rather just have more variants of the Liberator, like one with a front mounted cannon, or wire guided missiles, or side doors where infantry can shoot out.

It makes no sense to me to turn the Galaxy into what should be an alternative Liberator.
Rothnang is offline  
Reply With Quote
Old 2013-02-03, 01:31 PM   [Ignore Me] #20
HiroshiChugi
Captain
 
HiroshiChugi's Avatar
 
Re: Big Changes to the Galaxy?


Originally Posted by Rothnang View Post
I'd rather just have more variants of the Liberator, like one with a front mounted cannon, or wire guided missiles, or side doors where infantry can shoot out.

It makes no sense to me to turn the Galaxy into what should be an alternative Liberator.
This makes sense as well. After all, the liberator DOES look like it could hold maybe two more passengers?
HiroshiChugi is offline  
Reply With Quote
Old 2013-02-03, 01:49 PM   [Ignore Me] #21
Rothnang
Major
 
Rothnang's Avatar
 
Re: Big Changes to the Galaxy?


Yea, I think it would be really cool if the Liberator came in a variant that has doorgunners on the side instead of a bellygun. Especially if they could implement them in such a way that you can move back and forth between the two sides, so you are never stuck on the side that has no enemies.
Rothnang is offline  
Reply With Quote
Old 2013-02-03, 02:01 PM   [Ignore Me] #22
HiroshiChugi
Captain
 
HiroshiChugi's Avatar
 
Re: Big Changes to the Galaxy?


They already have the choice to move, the F1-F12 keys
HiroshiChugi is offline  
Reply With Quote
Old 2013-02-03, 08:43 PM   [Ignore Me] #23
Figment
Lieutenant General
 
Re: Big Changes to the Galaxy?


Originally Posted by HiroshiChugi View Post
Point 1: last time I checked, you don't die when you drop fm a Galaxy unless you're in a gunner seat?
Last time I checked I called that a bug: it is a transport dropship. There is no warning bailing a gunner seat has different rules anywhere after all.

Point 2: the gunship variant would obviously have less armor to compensate for its gun power.
Oh you mean like the ps1 variant that made people soon realise that if it wanted to have staying power in the vicinity of a large enemy force, instead of being a one way trip discardable transport, its armour was to increase by a three fold
Thn completely overwhelming defenders (especially in numbers)? Even if they had just one out of five gunners manned?

Do you realise that despite of size and agility and hitpoints, it'd be a direct competitor of the Liberator? Hence it would have to be able to pull of the same things and smaller groups would be worse off anyway because you would imagine more players inside? You realise they would argue that there would be larger groups in the Gunship to rain death?

You realise manpower arguments in PS2 are bullshit due to switching seats at will?

Point 3: the change was just a suggestion. And as I said before, we could just possibly add two more air craft to fulfill these duties? After all, we DO need improvements to the meta game, and last time I checked, in the future, aren't there supposed to be more types of vehicles? O.o
"Just a suggestion" is enough reason when it is a bad suggestion to shoot it down now, before we can't in game. Again.

I don't like it when players want to make history repeat itself.

There are plentyof vehicles you could add, but aside from transports, three-four crew is the max for manpower balancing reasons.
Figment is offline  
Reply With Quote
Old 2013-02-03, 09:04 PM   [Ignore Me] #24
thegreekboy
Master Sergeant
 
thegreekboy's Avatar
 
Re: Big Changes to the Galaxy?


I had a couple ideas on the mains:

Gal-AMS: Just like in Beta. Land and deploy. Shield comes up and the gal can take a TON more damage. [2000 Certs][No Way to buy with SC]

Stealth Gal: Invisibility. Lasts 1 minute starting off reduces crew size to 6 but certs into it increases the invisibility time and number of seats. At the final level your gal can be invisible for a minute and 40 seconds and can hold a full 12 man crew. [Start: 500 Certs] [End: 2000 Certs][5 Ranks]

Suicide Gal: Gal Explodes ultra-fiercely upon death. However, Health is reduced to that of a fully armored ESF. Also looks unique so it can be spotted from a long way off. [1500 Certs]

Smoke Gal: Drops Different Colored Smoke like bombs. You can choose what color (cannot be that of the enemy faction). Can be used in conjunction with some other abilities. Useful for obscuring the view of some areas and marking targets. More certing into it means MOAR SMOKE BOMBS. Start with 2. They are twice as big as a smoke grenade. Ending cert amount: 7 [Start: 50 Certs] End: [500 Certs] (Think about what you could do with this one. Mask whole armor columns, smoke out an entire tower, cover a back doors assault on a Tech Plant, Obscure the pads on a biolab, etc.) [Cannot be dropped in WarpGate]
thegreekboy is offline  
Reply With Quote
Old 2013-02-03, 11:25 PM   [Ignore Me] #25
Carver
Corporal
 
Re: Big Changes to the Galaxy?


An upgraded Galaxy with all it's guns blazing is already enough of a gunship, especially vs small groups. It's just got so many freaking hitpoints it can cause plenty of pain before you can chase it away/kill it.

A Shredder Lib is actually pretty close to filling the gunship role (vs the hovering tank cannons that 95% of people use.) My idea would be to increase the Liberator's default speed/maneuverability. Equiping it with a cannon would weigh it down and you'd get the current level of performance or you could stick with the Shredder and be lighter and faster.
__________________
Carver is offline  
Reply With Quote
Old 2013-02-03, 11:32 PM   [Ignore Me] #26
Sifer2
Major
 
Re: Big Changes to the Galaxy?


The idea of a stealth variant of the Galaxy is actually pretty interesting. Especially in a game where everyone could not pull all vehicles. Might too strong in a game where everyone can.
Sifer2 is offline  
Reply With Quote
Old 2013-02-03, 11:36 PM   [Ignore Me] #27
Ghost Runner
Staff Sergeant
 
Re: Big Changes to the Galaxy?


I would just like to have a parachute when dropping from a Gal
Ghost Runner is offline  
Reply With Quote
Old 2013-02-04, 07:58 AM   [Ignore Me] #28
HiroshiChugi
Captain
 
HiroshiChugi's Avatar
 
Re: Big Changes to the Galaxy?


Originally Posted by Figment View Post
Last time I checked I called that a bug: it is a transport dropship. There is no warning bailing a gunner seat has different rules anywhere after all.



Oh you mean like the ps1 variant that made people soon realise that if it wanted to have staying power in the vicinity of a large enemy force, instead of being a one way trip discardable transport, its armour was to increase by a three fold
Thn completely overwhelming defenders (especially in numbers)? Even if they had just one out of five gunners manned?

Do you realise that despite of size and agility and hitpoints, it'd be a direct competitor of the Liberator? Hence it would have to be able to pull of the same things and smaller groups would be worse off anyway because you would imagine more players inside? You realise they would argue that there would be larger groups in the Gunship to rain death?

You realise manpower arguments in PS2 are bullshit due to switching seats at will?



"Just a suggestion" is enough reason when it is a bad suggestion to shoot it down now, before we can't in game. Again.

I don't like it when players want to make history repeat itself.

There are plentyof vehicles you could add, but aside from transports, three-four crew is the max for manpower balancing reasons.
1: I didn't have the chance to play the original Planetside, due to the fact that i had never heard of it until I heard about Planetside 2. I did not know about the original Galaxy problem in Planetside 1 until an hour or so after i posted this thread. and as i said before, make it have a little less armour than a lib, and no passengers. only gunners.

2: If anything, just add a friggin gun to the belly and front of the Galaxy if you're having this much of a bitch-fit about it. I mean come on, I'm just stating an observation and idea that popped into my head one day... no need to freak out about it...

3: No need to shoot down an IDEA nad SUGGESTION this fast this harshly... take into consideration the ideas this thread is pulling and the attention it's getting...

4: Most, if not, all, Galaxy ideas don't get that much attention, but other vehicles in the game do? That's a "wtf" moment for me O.o All of the vehicles need to get the same amount of attention to possible changes whether the ideas are completely off-the-wall or actually reasonable and worth debating over.

5. Please, just calm down and let yourself think for a minute. If you read the rst of this thread, you will realize that not only are some people debating over this idea, but people are also generating ideas about new certs into the Galaxy. Take these ones for example:

Originally Posted by Rothnang View Post
What I want to see is:

Galaxy that can carry a vehicle.
Galaxy that can resupply and repair other aircraft.
Galaxy that can be used as a squad spawn point.
Originally Posted by thegreekboy View Post
I had a couple ideas on the mains:

Gal-AMS: Just like in Beta. Land and deploy. Shield comes up and the gal can take a TON more damage. [2000 Certs][No Way to buy with SC]

Stealth Gal: Invisibility. Lasts 1 minute starting off reduces crew size to 6 but certs into it increases the invisibility time and number of seats. At the final level your gal can be invisible for a minute and 40 seconds and can hold a full 12 man crew. [Start: 500 Certs] [End: 2000 Certs][5 Ranks]

Suicide Gal: Gal Explodes ultra-fiercely upon death. However, Health is reduced to that of a fully armored ESF. Also looks unique so it can be spotted from a long way off. [1500 Certs]

Smoke Gal: Drops Different Colored Smoke like bombs. You can choose what color (cannot be that of the enemy faction). Can be used in conjunction with some other abilities. Useful for obscuring the view of some areas and marking targets. More certing into it means MOAR SMOKE BOMBS. Start with 2. They are twice as big as a smoke grenade. Ending cert amount: 7 [Start: 50 Certs] End: [500 Certs] (Think about what you could do with this one. Mask whole armor columns, smoke out an entire tower, cover a back doors assault on a Tech Plant, Obscure the pads on a biolab, etc.) [Cannot be dropped in WarpGate]
Originally Posted by Ghost Runner View Post
I would just like to have a parachute when dropping from a Gal
I mean come on, admit it. These are some pretty badass ideas for the Galaxy. I especially like these ones:

Originally Posted by thegreekboy View Post
I had a couple ideas on the mains:

Gal-AMS: Just like in Beta. Land and deploy. Shield comes up and the gal can take a TON more damage. [2000 Certs][No Way to buy with SC]

Stealth Gal: Invisibility. Lasts 1 minute starting off reduces crew size to 6 but certs into it increases the invisibility time and number of seats. At the final level your gal can be invisible for a minute and 40 seconds and can hold a full 12 man crew. [Start: 500 Certs] [End: 2000 Certs][5 Ranks]

Suicide Gal: Gal Explodes ultra-fiercely upon death. However, Health is reduced to that of a fully armored ESF. Also looks unique so it can be spotted from a long way off. [1500 Certs]

Smoke Gal: Drops Different Colored Smoke like bombs. You can choose what color (cannot be that of the enemy faction). Can be used in conjunction with some other abilities. Useful for obscuring the view of some areas and marking targets. More certing into it means MOAR SMOKE BOMBS. Start with 2. They are twice as big as a smoke grenade. Ending cert amount: 7 [Start: 50 Certs] End: [500 Certs] (Think about what you could do with this one. Mask whole armor columns, smoke out an entire tower, cover a back doors assault on a Tech Plant, Obscure the pads on a biolab, etc.) [Cannot be dropped in WarpGate]
I find that the Smoke Galaxy could be used like planes were used in WWII: Target markers. Mark the targets with either large colored smoke grenades for during the day, and flares for during the night for Liberators to come in and bomb the hell out of those marked targets. Hell, even have a "Bombing Target" reticle on the Liberator pilot's minimap to show him where he is needed. Or, if the Galaxy gunship idea comes through and actually works like it is intended, these markers could also work for it as well. But hey, what do I know, I've only been a gamer since i was about 5 or 6, and am in the U.S. Navy, and have a developer as an uncle, and have shit loads of experience testing out games and their new ideas. I mean, that doesn't count for shit, does it? ;P

Edit: grammar

Last edited by HiroshiChugi; 2013-02-04 at 07:59 AM.
HiroshiChugi is offline  
Reply With Quote
Old 2013-02-04, 10:08 AM   [Ignore Me] #29
Baneblade
Contributor
Lieutenant General
 
Baneblade's Avatar
 
Re: Big Changes to the Galaxy?


The moment the Liberator became the gunship, the Galaxy's fate as least used vehicle in the game was sealed.
__________________
Post at me bro.

Baneblade is offline  
Reply With Quote
Old 2013-02-04, 10:18 AM   [Ignore Me] #30
Figment
Lieutenant General
 
Re: Big Changes to the Galaxy?


Originally Posted by Baneblade View Post
The moment the Liberator became the gunship, the Galaxy's fate as least used vehicle in the game was sealed.
Not at all. They never had overlapping roles.


The Galaxy's main advantage is dropping a contingent of troops on a high level target, but it can only do this once.


It therefore suffers mostly from competition with:
  1. Light Assault who spawn locally and do not require the form up and flight time, nor require the acquisition of a Galaxy from a far away point, or other acquisition rules and can therefore be used endlessly.
  2. Spawn Beacons with drops not restricted to land outside of bases due to the missing SOI. This makes Spawn Beacon drops much easier to use to get to the dropzone, especially at a base and don't require the acquisition of a Galaxy from a far away point.
  3. The only objectives that are viable for a Galaxy Drop are objectives that can be taken with a single push and perhaps held for a while. Such objectives are hardly found in game due to the mass on point tug-o-war and the constant stream of enemies and the hard to hold layouts of rooms and buildings.
    • The only ones in game are base outposts, but these are also so poorly defendable and reachable by defenders (who are often located elsewhere as they can't cover the sheer amount of outposts around a base) and therefore so open to attackers, you might as well just walk up to them.
    • Generators and SCU's are too hard to take out or (re)secure with a galdrop group in a single wave.

There are a few more contextual reasons that have nothing to do with the Galaxy itself, but everything with competition between units in the current context.

That is what kills the Galaxy role.
Figment is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:26 AM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.