Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: We must remember Devs are people too!
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2013-01-18, 05:48 PM | [Ignore Me] #37 | ||
Staff Sergeant
|
Those walls in the stupid beta look a billion times better than the weird techno-shit fortifications we have. I'm not trying to be an asshole or offensive, I'm just saying...simplicity can be extremely beautiful and in this case it works great.
|
||
|
2013-01-18, 07:19 PM | [Ignore Me] #40 | |||
First Sergeant
|
But you're right. Their overall design is extremely messy. And you can easily see that when comparing these pictures side by side Messy. There's so many protruding parts and screen clutter. Simple in their current state, it's form over function Last edited by SturmovikDrakon; 2013-01-18 at 07:27 PM. |
|||
|
2013-01-18, 10:08 PM | [Ignore Me] #43 | |||
First Sergeant
|
We can't have one large, continuous, piece of cover or else someone could actually defend the thing effectively and hide behind it avoiding being killed and denying someone else XP. Need to keep that kill-XP flowing. |
|||
|
2013-01-18, 10:15 PM | [Ignore Me] #44 | ||
First Sergeant
|
Looks to me like this will just make it more difficult to attack from the walls. You may be defended against spammy stuff, but it'll be hard to maintain your aim when you only have a small area to aim out of. As vehicles and infantry get closer it's pretty much a deathtrap for the defenders.
|
||
|
2013-01-19, 05:41 AM | [Ignore Me] #45 | ||
Just in all fairness - this change doesn't add anything since one simple thing negates the whole reason for using walls - jumppads.
So it just ends up with you flying from one wallhub (wall tower, if you like) to another. These wallhubs also provide more significant cover and have turrets, so any wall fight will always revolve around these. But with jumppads you can just forget about walls alltogether and hop from one wallhub to another. It only makes sense to change walls themselves in any way after adding some use for these walls. If jumppads are something devs are too eager about, just because it's jumppads then there're 2 options: 1. Placing jumppads on top of spawnbuildings leading to 3 or 4 wallhubs ,but not leading back. That's actually a defensible design there, isn't it so? 2. Making them rotate only one way - clockwise or counter-clockwise. So if you want to get to a nearest wallhub that's counter-clockwise, when jumppads work clockwise, it is up to you to decide if you want to go on a giant merry-go-round trip, or you want to get there by crossing a wall, on foot. Last edited by NewSith; 2013-01-19 at 05:43 AM. |
|||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|