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PSU: Less chat, more splat
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2013-05-19, 03:31 AM | [Ignore Me] #16 | ||
Captain
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Good Topic.
While my outfit have loads of fun in PS2, We look at the map and anything under Enemy platoons detected we go and re secure. On the test server now. They have added enemy and ally numbers which will help. As if there is 50 People. It will show enemy platoons. But it could also be 100 People which its impossible to tell currently. This should open up the battle field abit more for us atleast. Also a cloaked AMS still need to make it into ps2.
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2013-05-19, 06:25 AM | [Ignore Me] #18 | ||
Major
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The outfit I run with usually only have 1 to 2 squads online even though we have enough members online every week to run two platoons... but some how they are never online at the same time. But that's for an other topic on an other forum.
Anyway we are having fun most of the days as it is now. But we are avoiding the big zergs, that is when it say enemy platoons detected and there is only one allied squad or less detected in the base hex. |
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2013-05-19, 08:36 AM | [Ignore Me] #19 | |||
Major General
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All of the above please! I do believe this sums up the majority of what the PS1 vets have said they wanted since before beta... And dat pic was epic! MOST WANTED: -Actual CE. You know, with spitfire turrets, mines, boomers, etc. / Plus, map elements telling you where your CE is, where friendly CE is, and UI element that displays how much CE you have out and the max you can have. Missing from the list: -Cloak bubbles: CE flavor (Ageis Shield Generator) as well as AMS cloak capabilities. *Phantasm: A multi-passenger flying plane that is capable of cloaking. Super quite engines. No weapons. Last edited by Crator; 2013-05-19 at 08:49 AM. |
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2013-05-19, 09:24 AM | [Ignore Me] #20 | ||
AMS with cloak bubble = more survivability for a small squad behind enemy lines, currently im forced to sit in a burster MAX and babysit a sunder from a constant stream of:-
(1) Lolpodders, (2) C4 light assaults, (3) suicidal tank mine engineers, (4) Hot-dropping C4 heavy assaults. With a cloak bubble as long as I was smart enough with my placement, and we made a point of not engaging the enemy when they were close to it to avoid detection we could keep it up and running for a decent period. In PS2 once a sunder in the field is "Q" spotted your basically shafted as you would have to devote a disproportionate amount of your squad to defend it which isn't an option for small squads. NB: I miss my spitfire turrets (would be great for keeping light assaults at bay) Last edited by Shamrock; 2013-05-19 at 09:37 AM. |
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2013-05-19, 10:19 AM | [Ignore Me] #21 | ||
Major
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Well I don't mind the AMS is as it is. If you make the AMS allot harder to detect and take out it makes it harder for small outfits to defend a base. Because if you don't stop the spawning of enemy players they will eventually take the base. It's just a question of when as they re-enter the battle very quickly after getting killed.
Well.... Maybe after the next patch when the lactis system or how you spell it again get into the game it might be an idea to better hide the AMS... As it will concentrate the player base on the map witch makes it easer to detect the AMS as more eyes cover more ground. But as the game is designed to day... no. |
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2013-05-19, 10:32 AM | [Ignore Me] #22 | ||
Lieutenant Colonel
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Cloaked AMS needs to make a return. I am not worried about if its hard to find. It isn't if a large group of players is pouring out of it. Just follow them back to it. From a spec ops point though we need it to make a return due to all of the following reasons posted above.
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2013-05-19, 10:40 AM | [Ignore Me] #23 | |||
Master Sergeant
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2013-05-19, 10:48 AM | [Ignore Me] #24 | |||
Master Sergeant
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2013-05-19, 02:57 PM | [Ignore Me] #27 | |||
Major
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There's nothing wrong with zergs (it's what makes this game epic) but the game needs to provide better game play for small squads as well. A cloakable squad-only Sundy is a good solution that will help smaller squads in particular imo. I don't see it as overpowered as Sunderers are very vulnerable anyway atm and when used by big outfits it becomes easy to track its location. Deployable defenses like automatic turrets and the space equivalent of sandbags should also help smaller squads to overcome numerical superiority. These need to be balanced out of course to prevent over-spamming: Maybe some Sunderer-like mechanic that prevent more than 12 of them deployed at the same location and make them auto-deconstruct when you leave the area. And there are of course secondary objectives that should help small squad play. Not sure in which form but PS1 apparently had a few good examples. My biggest concern with secondary objectives though is that they can potentially make the game overly complex and scare away too many new players so they need to figure out a way to make them easy to understand. Here's the original post, feel free to give it a like: https://forums.station.sony.com/ps2/...galaxy.126461/ Last edited by Rolfski; 2013-05-19 at 02:59 PM. |
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2013-05-19, 03:38 PM | [Ignore Me] #28 | ||||||
When I say zerg, I mean outfits, that participate in zerg, having 64+ people online, doing nothing to contribute to actual continent capture, while monopolizing the command chat. When I say zerg, I mean outfits that come en masse on an unpopulated hex. The funny thing is, in this case it is mostly not their fault.
Bottomline is, PlanetSide 2 doesn't make me want to play the game when my outfitmates are offline. This makes me quit the game until outfit mates are on. See the contraditction and what it results with? Last edited by NewSith; 2013-05-19 at 04:12 PM. |
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2013-05-19, 06:59 PM | [Ignore Me] #29 | |||
Major
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Deployable defences make less sense if you are the attacker so it should help smaller squads defending against bigger numbers, especially if you add mechanics that prevent others from deploying them in the same area as I suggested. |
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2013-05-19, 07:49 PM | [Ignore Me] #30 | ||
Major
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wow, p0intman! SPAM THAT PIC EVERYWHERE SO HIGGLES CAN SEE.
kinda related, but i think it would be awesome for platoon leaders/sqaud leaders to be able to place cover/barricades after they capture/an already captured base, and then they can talk to the rest of the squad where to place them. the barricades can be limited to like 10, and they can be destroyed. imagine it: a terminal that spawns a little construction car that the platoon/squad leader can only go in, and it can place a certain amount of barricades around to help make bases more defence-able. also, have it so it can only be put in a certain area, etc. it would be awesome, and help with defending a little. also, making the turrets automated but you can go into them if you want and pilot manually. oh, and maybe placeable turrets as well! and XP FOR SUCCESSFULLY DEFENDING BASES, WHY THE FUCK ISN'T IT IN YET HIGGLES?! Last edited by camycamera; 2013-05-19 at 08:06 PM. |
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