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Old 2003-08-11, 12:41 PM   [Ignore Me] #31
MrVulcan
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After playing, I see that there are some major problems with the system, however I belive that if they did the following it would be a very nice improvement over the current system

1. Make it so the defence can not rehack their cc to stop the llu, right now it defeats the entire reason to have the llu since it forces many people to just sit and wait all over again.

2. The time limit needs to be changed. My idea is give it 15 min to get to a base *since you move so slow*, but if it is droped for 5 min, it ends the hack (so the defence dosnt have to just sit and wait)

There are other things that I think should be changed but they can be argued both ways and arent as large of an issue.
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Old 2003-08-11, 01:31 PM   [Ignore Me] #32
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I think the DEV team is focusing on the fact that it dosen't look like alot of people are going to keep playing PS over the next 6 months. So the DEV Team is scrambling like crazy to get enough content into this game to hold every ones interest for longer. Longer you play the more $$$$$ they get. My opion on why they are more focused on adding more and not as much on bugs.

Different topic: I think that this LLU is a cool idea but the Vanu defintly have a large advantage over the other 2 armys. They have a Mag and Thresher that can cross water easy and TR and NC only have a deliverer. Sounds kind of rough to me. But Like I said they are mix stuff up a bit, I like that.
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Old 2003-08-11, 03:17 PM   [Ignore Me] #33
BigTexas
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Vulcan, the whole point of the LLU is to make caps shorter, yes, there are still going to be people who have to sit back and defend, but the time they have to do so will be greatly reduced Making the process of a base capture quicker will only make this game better, as bases will change hands faster and more often. Personally, I love the idea of the LLU, and I dont think we will see how well it really stands up until it gets on the play servers.

With that said, now its time for me to bitch and start the nerf talk

The VS have the Thresher and Magmower which can glide over water and evade those in pursuit more easily than other vehicles.

The TR can camp a few pounders in the CC and make the rehack for the most part impossible, as the forces will be spilt between chasing the LLU as well as attempting the rehack.

Which brings me to the NC.... um.... we could....

....well I know what the NC on Emerald are gonna do, get some organized zerging going on HELL YEAH BITCHES!

Oh, and I agree with you RedArrow, it does seem like the development team has been ignoring bug fixes in order to cram more content into the game to keep peoples interest.

A lot of people playing over the next 6 months? Do we even know how many subscribers there are now? I just asked around at the sanc the other day, and there were far more people on the 7 day trial than I thought.

I wonder if Planetside is making enough of a profit to make it worth while...

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Old 2003-08-11, 04:08 PM   [Ignore Me] #34
ghost018
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Okay, if you want to complain about something, make sure you fully understand it. Snypz in particular, you've been posting in all of the LLU threads about how bad it's going to make the game, yet from your last post made here one can tell you know nothing about it.

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Old 2003-08-11, 04:40 PM   [Ignore Me] #35
Yogi
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I'm sorry, but this LLU idea is the most piss poor implemented feature to date.

What's with the randomness crap? It appears randomly, then you have to go to a random base. Does this make any sense?

How about a new CC model, when you hack it, the doors open and you grab the LLU. You take it to a linked base you own and drop it off in that CC. Base capped.

Isn't that a lot simpler and more straight forward?

They've got rules on this for everything. You can't step forward with your left foot first or you lose. If you scratch yourself while holding the LLU you die. (exagerations to make a point).

When you see 3+ paragraphs explaining how to take a glowing box from one base to another there's something wrong. Am I the only one who sees this?

edit: Don't get me wrong, I really like the idea of the LLU instead of sitting around for 15 minutes. I just think they've got their collective heads up their asses on the implementation end.
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Old 2003-08-11, 04:59 PM   [Ignore Me] #36
Rbabiak
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Personally I would like to see the revers be set up.

If you want to have to haul something around then how does this sound

1. hack a enemy base
2. get notified where you have to bring the LLU from to the hacked base.
3. you go get the item and bring it to the hacked base.

This would make it so the defenders have to keep defending and they have something that they can ambush to hold off the capture of there base. it would also draw the attackers away fromt he base makeing it much easyier for the defenders to reman the defenses and protect the base.

If the LLU is captured by the defenders then the hack fails. and has to be rehacked.


But I also agree this hole idea should be shalved untill the balance issues and exploits are fixed first.
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Old 2003-08-11, 05:08 PM   [Ignore Me] #37
CrazyCrazy
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Ok I'd like to change a previous suggestion. Instead of completely removing the defender's ability to resecure the base the old-fashioned way, they still can re-hack th cc , IF and ONLY IF someone in their empire has the LLU. I was trying to think of a way to make it more like true CTF, but considering the time limits and other variabels, my idea ended up being more like rugby.

BTW, concerning the above post, You are informed of where the llu first spawns, sort of. A big icon flashes on the continent map, and in your proximity map, as long as no one is in possession of it. In fact what you stated is already how it is, plus the limitations on the LLU carrier, and that only the hacking side can actually pick up the lllu.

Last edited by CrazyCrazy; 2003-08-11 at 05:11 PM.
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Old 2003-08-11, 05:27 PM   [Ignore Me] #38
Doppler
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Originally posted by CrazyCrazy
The home field advantage has some benefits, but the way its set up now, the only way for the attacking army to win is to have 3X the size of the army as the defenders, which just means more zerging, and less strategy. It still doesn't affect homefield advantage as far as continents are concerned, only bases. Actually it makes thing worse.


Think about it. It still relatively easy for someone to go to an empty continet and cap an LLU base, or get on in the wee hours when no one is on. Now, that LLU you worked so hard for to cap a few hours ago, was taken away by a 2-man team when no one was on, and you have to go thru it all over again.

This will make things especially tough on NC, since their home continents are the most popular places to go. Imagine having to run a LLU form base to base in ceryshen. No air tranpsotation allowed, remember. It will become even less popular to go to than it is now. TR will basically hold onto ceryshen indefinitely, and NC will be kept defending their home turf over and over again.

I'm not totally against the LLU idea, I just think what they have now is far too unbalanced in favor of the defenders. Even with the changes I proposed, The defenders still the option to camp the target base, chase the carrier down, or make one of the bases go neutral, and prevent an ant from getting there in time. The hacker still only has the option of getting the LLU to the target base in a fixed time limit. I didn't suggest any changes to the restricitons the LLU carrier has either. I didn't take away home field advantage, I just suggested it be more reasonable.

Please try it out on the test server and then give a more thoughtful response.
I'm calling bullshit, an equaly sized attacking force will own an equily sized defending force if their smart. They have so manyways they can enter the base, once they have the CC hacked all they have to do is slip a few people down to cap the newb geared people in the spawns before they cna hack a term. Or even better blow the spawn tubes and gens and you dont even thave that problem. In any given base you have three seperate and distinct ways to enter a base you have genraly your front door, your back door and your second storty entrance. Tech plants actualy have four. A defending force has to cover all these and be able to respond to threats to their spawn room, generator and CC. Offense may dictatate where the battle takes place as well as how it takes place, whether brining in ground troops, air assualt or paradrop. Let me put it this way, you give me 10 of my outfit versus any 10 guys of your choosing. Well start with a fictional any given 5 bases I have link to and you controll. Hell or we can make it just one if that's your fancy. I will come in and wear you down, I will blow your gens, (it only takes an agile fully loaded with decimators 35 seconds to kill a generator) trash your spawn tubes, blow your inventory terms, then I'll come in and have someone actualy hack your base. Your now unable to spawn anywhere close because my infiltrators have neutralized your towers and hopefully any nearby ams's you had in reserve. I'll get camped nice and cozy in your spawn room just so you cant repair the gens while throwing the bulk of my forces, especialy in max suits with engies/advanced medics to back them up, boomers guarding the doors, I'll be scanning with darklight listening with audio amp. Basicly you could wear me down through attritcion and that's where your 3x figure comes from, but a offensive force can do the same thign by simply knocking out the gens and spawntubes, in conclusion, you just might suck.
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Old 2003-08-11, 11:31 PM   [Ignore Me] #39
CrazyCrazy
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First of all, you're a troll. Secondly you don't need to quote my entire post. It doesn't seem like you've even read this thread, or tried the LLU system on test.

All your post describes is the already used, and most obvious tactics for attacking a base and holding a hack under the current system. You never mention ( or just fail to understand because of your ignorance) that once you have the hack, you then have to get the LLU to the target base. All of your tactics may prevent the enemy from resecuring the base, but never even consider getting the LLU to its destination.

Besides that, I don't understand how you assume that everytime you go 10 vs. 10 you will always be facing opponents of inferior skill.

Rather than waste time pointing out all the flaws in your hypothetical situation ( and why your tactics would most likely result in failure), I'll just suggest that you actually read the the rest of this thread, and experiment with the LLU on the test server. Beyond that, look up the word paragraph in the dictionary.

Last edited by CrazyCrazy; 2003-08-12 at 03:14 AM.
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Old 2003-08-12, 02:23 AM   [Ignore Me] #40
noxious
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Pretend I quoted the post before the one right above this one...

While it sounds good in theory, just like the defence must comply with the offensive forces movements, the defence does have some control over the pace of any battle.
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Old 2003-08-12, 05:50 AM   [Ignore Me] #41
Smaug
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Ok I am not gonna read through 3 pages of this so I'm just gonna post what I think, sorry if this was already stated. I tried it out on Solsar for the first time a few days ago. Basically I went into the cc hacked it, got the LLU and ran to the base uncontested getting a whopping 50 xp but what do you expect when there are a total of 20 people on the server. If you have a good defense force, one or 2 squads defending cc and 1 or 2 squads defending the carrier you can cap a base in 5 mins tops. Kinda cool not having to wait forever but the tradeoff is that you'll need double the defense to pull it off if the enemy is even half smart. If the enemy comes into the cc that you hacked and rehacks its all over. This post wasn't exactly constructive or organized I just needed to post to make myself feel like I contributed.... sorry for forcing you to read my giant run-ons.
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Old 2003-08-13, 04:35 PM   [Ignore Me] #42
NCG JMan
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Originally posted by Madcow
You can't drive a vehicle, only be a passenger. Looks like this will get people certing in lib or gal a lot more, makes a lot more sense to take to the air rather than facing all the ground troops as well as all the air vehicles plus you don't have to deal with terrain.
Yep, I see that most may choose this route (air) for their mode of transportation. But I guarantee that you will see more AA weps/vehicles out there. So don't count on it being the safest/easiest mode of transportation.
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Old 2003-08-13, 04:38 PM   [Ignore Me] #43
NCG JMan
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Originally posted by Smaug
Ok I am not gonna read through 3 pages of this so I'm just gonna post what I think, sorry if this was already stated. I tried it out on Solsar for the first time a few days ago. Basically I went into the cc hacked it, got the LLU and ran to the base uncontested getting a whopping 50 xp but what do you expect when there are a total of 20 people on the server. If you have a good defense force, one or 2 squads defending cc and 1 or 2 squads defending the carrier you can cap a base in 5 mins tops. Kinda cool not having to wait forever but the tradeoff is that you'll need double the defense to pull it off if the enemy is even half smart. If the enemy comes into the cc that you hacked and rehacks its all over. This post wasn't exactly constructive or organized I just needed to post to make myself feel like I contributed.... sorry for forcing you to read my giant run-ons.
LOl Smaug. We have seen worse on these forums. At least you made coherent sentences and communicated your thoughts effectively
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Old 2003-08-13, 08:36 PM   [Ignore Me] #44
ghost018
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I could be wrong, but I remember when they first released the LLU idea to the public they said you wouldn't be able to ride in aircraft while carrying the LLU. Those of you who have played on the Test Server, is this the way it is?

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Old 2003-08-14, 02:14 AM   [Ignore Me] #45
CrazyCrazy
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yep, you can't even be a passenger on an air vehicle, so you're completely limited to ground travel.
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