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2013-06-05, 11:01 AM | [Ignore Me] #2 | |||
Sergeant Major
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I guess Ruffdog may be right, and this is paving the way for an Advanced Targeting implant? Unless there's some kind of performance hit involved with displaying health bars? |
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2013-06-05, 11:26 AM | [Ignore Me] #4 | ||
Private
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I'd like to hear the reason for the health bar change.
It seems totally random to me and an unneeded ninja buff to infantry. "Paving the way for" whatever is not a proper reason. If you can't actually get the implant, it's just an annoying change serving nothing good. |
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2013-06-05, 11:49 AM | [Ignore Me] #5 | |||
Lieutenant General
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Even with them in, it's extra unnecessary screen clutter. It's also too much tactical info to give. The big advantage of enhanced targeting in PS1 was that it showed healthbars, you could easily spot the low health guys for kills. In PS2 that's just default :/ I can however see it causing problems in VR They they shouldn't have designed some gun barrels to be so far away from our cross hairs. Like the Rotary on the Reaver and I imagine the Prowler (and touche on usage of the word aether )
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Last edited by Lonehunter; 2013-06-05 at 11:56 AM. |
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2013-06-05, 11:58 AM | [Ignore Me] #6 | ||
Private
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How does that matter? The only remotely similar game to PS2 is PS1, and there it was. Yes you needed the implant, 90% people had it.
I thought the "let's make PS2 like some other random FPS games such as BF3" phase was over, as it turned out to be the wrong way to go and a mistake from the very start. Last edited by TartarosCZ; 2013-06-05 at 12:00 PM. |
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2013-06-05, 12:14 PM | [Ignore Me] #7 | |||
Private
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That said, I am a little confused about the removal of health bars in spotting at range. I suppose I can see some logic behind it (and a possible foreshadowing to an Advanced Targeting implant) but I've never really felt that health bars were really all that unbalancing. I've never really felt more at a disadvantage than I should when I know I've been spotted. Excited for new weapon models. I agree that too many weapons in this game look kind of the same (ffs, the Piston looks like a Gauss Rifle...) Though I am a little worried about the visual changes to the Carnage. I like the little knobs on the sides and I hope they don't remove those. It makes me feel like I'm firing some kind of experimental steampunk rifle. :P |
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2013-06-05, 12:46 PM | [Ignore Me] #8 | |||
Private
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This means, among other things, that I simply don't accept the "did you see hp bars in other FPS games" wanna-be argument. I did or didn't see a lof things in a lot of various games. So what? This is Planetside 2. When advocating for something in Planetside 2, use arguments relevant for Planetside 2. |
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2013-06-05, 04:43 PM | [Ignore Me] #11 | ||
Private
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I would call it more of an arduous process than a failure. Planetside (as an overall franchise) is in a unique position. It's hard to test how features like base structure and battle flow work in an MMOFPS, because there isn't really much of a basis for comparison. Hex based adjacency is kind of a nightmare, but lessons have been learned and I believe the lattice on Indar has much better "game feel" than hex on Indar. Not to mention, we are already getting base redesigns in addtion to testing those dome shields on Esamir. I'm still on the fence about those, but I'm glad they are at least willing to try different things. At least Sony seems to care about Planetside these days.
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2013-06-05, 06:11 PM | [Ignore Me] #12 | ||
Private
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The Phoenix got the static at explosion of missile stage changed, reduced in length by maybe a second or half a second? And the static effect was toned down, seems perfect now in terms of length and effect, i.e. my eye no longer bleed
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2013-06-06, 10:45 PM | [Ignore Me] #13 | ||
Contributor Lieutenant Colonel
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Hotfix June 7th, 2013 6AM PT (3PM CEST) (11pm AEST)
http://wiki.planetside-universe.com/...x_(2013/06/07) Last edited by DirtyBird; 2013-06-06 at 10:46 PM. |
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2013-06-08, 01:46 PM | [Ignore Me] #14 | |||
Sergeant
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