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2012-02-23, 08:34 PM | [Ignore Me] #46 | ||
I'd be really surprised if MAXs required anti-vehicle weapons to kill this time around. No spawn timer and taking up a generic passenger seat says to me they'll just be durable but very killable with even light arms like SMGs.
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2012-02-23, 09:28 PM | [Ignore Me] #47 | |||
Master Sergeant
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I thought it was a neat move that surrounding territory is now useful - an example they mentioned was being able to reduce cap times on a facility.
One thing I liked about Higby's points was that it shows that he understood that battles are organic player-driven systems. All you need to do is set down some variables, and the playerbase will react to their environment to produce the battle. They'll figure out ways to use the variables in place to gain an advantage over the enemy and take control of the battle, and they don't need to be spoon-fed a system of events that need to occur to win. However, it also leaves me banging my head, because why didn't they apply this same logic to the good'ol inventory system??
Hmmmmmm. Last edited by texico; 2012-02-23 at 09:29 PM. |
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2012-02-23, 10:13 PM | [Ignore Me] #48 | |||
Staff Sergeant
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2012-02-23, 10:32 PM | [Ignore Me] #50 | ||
Colonel
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I know what you mean about fixing the Vanu fixed turret design. I guess we'll have to wait and see if they move it up, but they already showed off a few pictures of it so it might be more set in stone than we think.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2012-02-23, 10:36 PM | [Ignore Me] #51 | |||
Private
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That said, this has already been discussed a lot. |
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2012-02-24, 01:53 AM | [Ignore Me] #52 | |||
Major
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Yeah that would suck though. We already have Heavy Assault guys. A MAX should be a damn MAX. More vehicle than man. I think they should take resources to pull, and should have limited slots in transports again. Should definitely need armor repairs too. I wouldn't be against the idea of them being more vulnerable to small arms fire if it would help balance indoor combat. But in general if one dude turns a corner an meets a MAX and all he has is his Rifle he should be ****ed. |
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2012-02-24, 02:44 AM | [Ignore Me] #53 | |||
Captain
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2012-02-24, 04:00 AM | [Ignore Me] #54 | ||
Master Sergeant
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I think the MAXs this time around will act much more **** a 'Heavy' in Tribes - slow and lumbering but good armour and powerful weapons instead of a solider/vehicle hybrid.
They may have designed the class to act much more as a heavy infantry unit that can ride in most vehicles and doesn't have autorun or specifically high durability against small arms fire / vulnerability to AV. |
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2012-02-24, 09:42 AM | [Ignore Me] #56 | ||
First Sergeant
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Azure Twilight, Sturmgrenadier (sp??), Dark Skyyes to name a few that could probably do it. I just hope we have many effective options to take maxes down quickly. Deci-hotswapping will hopefully make a return
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2012-02-24, 12:31 PM | [Ignore Me] #57 | |||
Major General
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Has it been confirmed if you can bind to a GAL for respawn purposes? |
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2012-02-24, 12:54 PM | [Ignore Me] #58 | ||
Brigadier General
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Maybe it's just me, but I have been in a number of failed Max Crashes, and I've been on the successful defending side against a ton of them as well. I was always a fan of using them and fighting them off and they were never an "auto-win". However, anytime you brought large numbers to bear of any kind of unit in a coordinated effort, you tipped the scales in your favor.
This also brings up an exciting thing for me. We invented alot of tactics for PS1, and we get to modify those and create new ones for PS2. That will be fun to be a part of. |
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2012-02-25, 03:20 AM | [Ignore Me] #59 | ||
Sergeant Major
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I had my maxbuster gold award at azeban, facing an NC maxcrash with 2 fellow pounders and some dedicated engies to keep us repaired (we were at the slope after the first junction in almost full cover). Pls send more maxcrashes!
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