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PSU: smells like victory
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2013-04-20, 05:36 PM | [Ignore Me] #17 | ||
Master Sergeant
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Had a thoroughly good time.
@assist. yep shaql got a few of us! VS seemed to be attacking well - so from that perspective it worked well. I think attackers should need people on points. One worry I have is that population imbalance will make some fights less fun. You'll be pushing into 3 or so close territories that are you only options from the warpgate and the enemy is not at threat for 12 minutes. |
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2013-04-20, 05:52 PM | [Ignore Me] #18 | ||
Nothing... SURPRISE! Are you surprised? You should be, it was quite surprising
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2013-04-20, 06:29 PM | [Ignore Me] #20 | ||
Master Sergeant
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I think it went well and don't have really anything to complain about. The satellites becoming actual bases instead of automatic forward spawns for attackers is a huge change and it will be interesting to actually fight over a satellite.
It takes a little getting used to how the timers work; if you see 00:00, it means defenders have recapped, but the tickets are still on the attacker's side. This should get changed to just being one long bar (for each attacker) instead of the two-bar tug-of-war type thing it is now. When attackers have the cap, the timer goes down; when defenders have the cap, the timer goes up. People will know that 30:00 means full resecure for a 3-point base. I guess maybe the "time to full resecure" could be in parentheses or something. It's a small thing and not a big deal either way. Higby asked for people to focus on the actual base layouts as far as which bases are too hard/too easy to defend. I think this refinement is not necessary; some imbalance gives flavor, as long as it's not out of control, and I don't think any of the bases are that imbalanced. The cap points for tower satellites are outside the towers now; that would have been the only issue. I would worry less about base layout and worry more about punching out some more continents, personally. |
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2013-04-21, 03:00 AM | [Ignore Me] #21 | ||
Major
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Satellite hard points becoming full bases significantly slows down the pacing I noticed.
Also, whatever faction is at the canyon South East Warpgate on Indar is even more at a disadvantage now. Pushing out from there has become more difficult than ever. |
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2013-04-21, 03:59 AM | [Ignore Me] #22 | ||
Major
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Likes:
- longer times to take down generators - hard-to-capture satellites - a lot less ninja capping - enemy paths are more predictable now (only downside is that it could be too repetitive). The difference between tic-tac-toe and chess is that chess can still be predictable but is not repetitive. Tic-tac-toe is just plain highly predictable AND repetitive, hence the gameplay value of tic-tac-toe is very low. Dislikes: - R.I.P the Crown. I didn't even get to see the B & C points during the Crown fight. A should be on the tower. B & C should be closer. Why? Attackers are heavily favored since they will have a much closer spawn point. - The long cap is ok (slows down ninja cappers) but there's no way to speed it up. - There's not enough players to fully test the battle flow. They should advertise it in the main game client launcher. Suggestions: - They should experiment adding extra door shields in infantry areas. These shields should also have their generators. Look how the vehicle shields do wonders in an Amp station fight. It adds dynamic: either rush A / hack vehicle terminal or rush shield/sunderer in or Galaxy spam drop. example: a shielded choke point/short cut with a generator on each side. shield prevents shooting either way. It can be destroyed or repaired on either side. Want a short cut? destroy it. Want to slow down the enemy? keep it up or hold the choke point. - Add another captureable / easily defensible device that increase cap times of a base. In short, if the enemy can capture it, the cap rate should speed up. - They should ask for community feedback on the terrain before they make wholesale landscape changes. I saw a lot of terraforming going on. I haven't tested them, but there are areas that have to be protected since they are already great links to each other. |
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2013-04-21, 06:01 PM | [Ignore Me] #23 | ||
First Sergeant
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The Crown is one of those sites which will always get attention; Saerro Listening Post on Esamir and The Bastion on Amerish draw similar crowds, at least on Waterson. I would, however, like to see it's layout remodelled, or possibly designs for a second, less towering outpost for air vehicles that could be sprinkled around the continents. A good example of this is West Foothills Airdock, located on Amerish...
The Crown currently sticks out like a sore thumb compared to every other location that outpost-type can be found. Last edited by Hyncharas; 2013-04-21 at 06:18 PM. |
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2013-04-22, 09:09 AM | [Ignore Me] #24 | |||
Corporal
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Do you know if they have a uniform way of annoucing them? Also, in the future, you may want to consider inviting legendary PS2 tester Ash87 http://forums.station.sony.com/ps2/i...al-ash.114590/ He's kind of an inspiration to me and a few other people about how to report bugs with his Journal. Last edited by HelpLuperza; 2013-04-22 at 09:24 AM. |
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