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Old 2011-10-28, 10:58 AM   [Ignore Me] #31
Xyntech
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Re: Infantry Classes Armor and Weapons


Originally Posted by Traak View Post
The purposeful look of an Arab-world freedom fighter with quite a few RPG's sticking up over his head from his makeshift backpack on the way to say hello to some Gaddafi comes to mind.
If you want to balance that as an option, allow players to carry a half dozen backup weapons on their backs.

I just don't mind losing a few options from freeform inventories if it means a lot of other new features plus better balance control.

If it was just "Fuck you, you get the handful of loadouts we choose and that's it," it would be different. I'm envisioning it just being a different, but still robust form of customization. On the other hand, I could be sorely disappointed.
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Old 2011-10-28, 01:06 PM   [Ignore Me] #32
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Re: Infantry Classes Armor and Weapons


I'm glad we'll see the end of Rexo/HA/AV/Med/Eng for Every Single Infantryman. That got dull.

I would like to see all the unequipped gear on avatars. I like that about PS, but it's not an absolute requirement.

OTOH, looking at the stuff hanging on the belts of the TR in those exclusive shots, I suspect we're looking at just that. No "weapons on the back", but I'm guessing that feature just isn't in yet.


Didn't one of the interview scans recently mention "a dozen" classes?

We Know Of:
Infil/sniper
LA
HA
Engineer
Medic
MAX

That's 6. "AV" might be a separate class. 7

Special assault class? 8

crew served weaponry class? Deploy engy's MG, plus a mortar? 9

Dedicated squad leader class? Bonuses to various leadership abilities at the cost of no awesome gear (rexo, standard assault maybe). Now available with a bullseye on your forehead at no additional charge! 10

Supply carrier/ammo dispenser class, ala BF? 11

Frog Man! If they do have boats/aquatic combat, some sort of amphibious soldier Just Makes Sense. 12

Also, the sort of map design that would make amphibious troops interesting would also allow for boats added further down the road. Most of the PS1 maps would need MAJOR overhauls to allow for boats as anything but floating artillery pounding on something from afar.
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Old 2011-10-28, 01:16 PM   [Ignore Me] #33
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Re: Infantry Classes Armor and Weapons


You know what else gets dull? Six classes.
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Old 2011-10-28, 01:22 PM   [Ignore Me] #34
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Re: Infantry Classes Armor and Weapons


Originally Posted by Bags View Post
You know what else gets dull? Six classes.
Less dull than 1 infantry class which is what PS has evolved to now. Add in cloaker, and Max, and you have 3 total. 6 > 3
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Old 2011-10-28, 01:23 PM   [Ignore Me] #35
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Re: Infantry Classes Armor and Weapons


Originally Posted by Raymac View Post
Less dull than 1 infantry class which is what PS has evolved to now. Add in cloaker, and Max, and you have 3 total. 6 > 3
Yeah, there were only three loadouts used in PS1. You are right. I was running around with HA/AV and when I got outdoors I pulled out my third weapon, my bolt driver. And then turned my cloaking on.
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Old 2011-10-28, 01:33 PM   [Ignore Me] #36
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Re: Infantry Classes Armor and Weapons


Originally Posted by Bags View Post
Yeah, there were only three loadouts used in PS1. You are right. I was running around with HA/AV and when I got outdoors I pulled out my third weapon, my bolt driver. And then turned my cloaking on.
Ok fine, 3.5 classes when you add in Sniper/AV as opposed to HA/AV. 6 > 3.5
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Old 2011-10-28, 01:41 PM   [Ignore Me] #37
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Re: Infantry Classes Armor and Weapons


Cant judge to much on how well their stuff will work but personally, regen sheilds is stupid and should be removed. And why cant they just make certain armor/weapon combos not allowed by adding restrictions. Example, Heavy Armor allows all weapons to be equipped. Infiltration Armor doesn't allow some weapons like AV or sniper be equipped. Rather than just the size of the weapon fitting the slot like in PS1, you can specify which stuff can and cant go with each other on each possible combination. Still want to seperate the medics and engi's? Make it so only 1 is allowed in inventory or equipped slot. You got a healer gun? Well no engineer stuff is allowed on you.

But well see how it works with the way they are doing.
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Old 2011-10-28, 01:44 PM   [Ignore Me] #38
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Re: Infantry Classes Armor and Weapons


Originally Posted by Raymac View Post
Ok fine, 3.5 classes when you add in Sniper/AV as opposed to HA/AV. 6 > 3.5
fallacious
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Old 2011-10-28, 01:47 PM   [Ignore Me] #39
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Re: Infantry Classes Armor and Weapons


Originally Posted by Senyu View Post
regen sheilds is stupid
agreed. total /facepalm
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Old 2011-10-28, 01:47 PM   [Ignore Me] #40
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Re: Infantry Classes Armor and Weapons


Originally Posted by Bags View Post
fallacious
I will not perform oral sex on you! I don't swing that way.
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Old 2011-10-28, 01:52 PM   [Ignore Me] #41
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Re: Infantry Classes Armor and Weapons


Originally Posted by Senyu View Post
regen sheilds is stupid and should be removed.
The reason I'm not worried about regen shields in PS2 is because we basically have it in practice in PS1 now. Pretty much everyone carries an armor repair thingy (name escapes me) so when we take a few hits, we go behind cover, regen err repair armor, then pop out again.

It's basically the same as regen shields so I don't see it affecting the gameplay we are used to, especially once it is balanced.
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Old 2011-10-28, 01:56 PM   [Ignore Me] #42
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Re: Infantry Classes Armor and Weapons


Originally Posted by Raymac View Post
Really? I mean really?

I don't know if I've ever said or ever heard "You know what's one of the best things about Planetside? The animations for switching weapons."
It's all the little things, man.
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Old 2011-10-28, 01:58 PM   [Ignore Me] #43
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Re: Infantry Classes Armor and Weapons


Yeah, regen shields should work exactly how armor works now, just no need to repair yourself. Same result.
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Old 2011-10-28, 05:31 PM   [Ignore Me] #44
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Re: Infantry Classes Armor and Weapons


There IS one teesny, weensy, key difference though: in PS1, you were basically dropping your pants whenever you took a moment to recover yourself. In PS2, gun is out all the time, baby! I also imagine, however, that if they're somehow going to include a medic beyond being a revive-bot, that health pools will be in as well, and the system may act more like it does in Halo: Combat Evolved? Shield acts as buffer, hp is what matters?

BTW... where have we heard armor will act like shielding? This forum is a mess to me anymore.

And for what it's worth, I'm digging the idea of the class system. I'm under the impression every class will be hacking capable by default, or whatever method is used to control territory anyway. I imagine the inventory system working more closely to tribes 2: select weapons for each slot. As for ammo however, I doubt we'll have that control, unless that works under a points system (example: 5 points total, 1 point = 50 rounds, 1.5 points = 1 medkit, etc.) I mean, if we can expect AP ammo in PS2 (no confirmation that I know of) then I would think that's a guarantee we'll be able to customize our ammo count in some way.

Last edited by EASyEightyEight; 2011-10-28 at 05:32 PM.
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Old 2011-10-28, 05:50 PM   [Ignore Me] #45
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Re: Infantry Classes Armor and Weapons


Maybe you can't regenerate with your gun out? Maybe you can't fire within 2 seconds of regeneration? Maybe after regenerating shields you draw your gun 25% slower?

Who knows how it will work! It most likely will regenerate after not taking damage for a while, regardless if your gun is out, but still.
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