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2012-03-11, 07:00 AM | [Ignore Me] #46 | |||
Sergeant Major
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This game is really tailored to Tactics though Ill be the first to admit we can have some vary large zergs (people who just go to one area because its the next in the line of sight) but higgby seems to think that wont be as much of an issue since there adding in resources and missions. |
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2012-03-11, 07:15 AM | [Ignore Me] #47 | |||
Contributor General
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On gal drops, I'd say there were 2 types. Those designed to overwhelm the enemy and to win and those designed to disrupt. We often did a gal drop to disrupt. Essentially if you empire is attacking a base but not making progress we would load up 1/2 gals and fly over the battle-line to take a key point, such as spawnroom or CC. This would force the enemy to turn-around and look behind them. We wouldn't expect to win but the disrupt would p0ften allow the rest of out empire to advance into the base courtyard and win from that position. I guess from what I have seen from ps2 this tactic would still be viable. Last edited by ringring; 2012-03-11 at 07:25 AM. |
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2012-03-11, 07:27 AM | [Ignore Me] #49 | ||
Colonel
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I heavily doubt they will keep PS1 up after PS2 comes. I doubt even the most hardcore PS1 fans could pay for the upkeep costs and with even further reduced playerbase it's not even that much worth playing.
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2012-03-11, 07:40 AM | [Ignore Me] #53 | ||
Corporal
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Just wanted to add to the above - PS ruined me for other games for life. I'm afraid nothing can really compare a multiple-galaxies hot drop into a red alert base with 2 minutes left on the clock. Talk about adrenaline
Knowing that these two minutes are the culmination of an entire 2 or 3 hours of fighting between hundreds of players and being that linch-pin on the last ditch effort to turn the tide ... it's epic on a different scale. A scale that is utterly out of reach for any 16vs16 players arena game. Or any single player game for that matter - regardless of its scripted actions and cut scenes. Knowing that the losers are real life people and not just a spawned instance of some AI makes victory that much sweeter and defeat that much more driving to vengeance. So yeah ... these past 8 years you've been wasting your time on *games*. It's time to graduate to something a little more ... serious Last edited by yonman; 2012-03-11 at 07:46 AM. |
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2012-03-11, 10:32 AM | [Ignore Me] #54 | |||
Colonel
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2012-03-11, 10:38 AM | [Ignore Me] #55 | |||
Second Lieutenant
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so you could undertake a counteroffensive to take back that base before the hack had gone trough. meaning you only had like 5 minutes to get to the console before the base would turn, some intense moments indeed. but i doubt those long hack timers will be in ps2 ( atleast not in the ps1 style ) because they were one of the main reasons gameplay would slow to a crawl with lots of downtime as a result waiting 15minutes for the hack to go trough when the base is uncontested was really boring |
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2012-03-11, 10:46 AM | [Ignore Me] #56 | ||
Lieutenant General
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Once a base was hacked it took 15 minutes for it to change possession. This sometimes created unique battles, but usually resulted in a lot of people just waiting around with only friendlies to shoot for a while. If the generator and spawn tubes where destroyed the only hope of the defending team re-securing is usually by a Gal drop, right on top of the base.
There where also LLU (Latic Logic Unit) bases like CTF where once hacked you had to take this module to another base to cap it. In PS1 every base was linked to others. So you had to capture them in succession, you couldn't just go to the middle of a continent and cap a base (unless the power went neutral, you powered it up, and hacked it). But in PS2 the time it takes to capture one of the hex territories is increased depending on how much joining territories you have. So going behind enemy lines won't be impossible, just harder/longer. and I can't tell you how many times I've started flying away from a hacked base after waiting 10 minutes, and only a couple left. As I get out of range of the base I see it was re-secured, I turn around and arrive to like 3 enemy AA MAXs, 2 squads of infantry, and 2 Gals soaring past the base.
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Last edited by Lonehunter; 2012-03-11 at 11:30 AM. |
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2012-03-11, 10:50 AM | [Ignore Me] #57 | ||
Major General
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In PS1, each base type had it's own unique design. Some designs had the control console (CC, The object you had to get to in order to actually put a hack on a base) at the top of the base, others had it in the middle, while others had it at the bottom. The spawn rooms in each base were on the middle floors. So naturally, the bases that had spawns in middle and CC at bottom were harder to take.
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2012-03-11, 11:07 AM | [Ignore Me] #58 | ||
Colonel
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One of the things we discuss over at Mordor is the 3D spotting and killcam in BF3, which Mordor at least is firmly against. Now, this is a futuristic game, so I won't be surprised if it has a 3D spotting system...does it?
As for killcam, I know it isn't finalized as to whether it has one, but does killcam really matter in huge engagements? It matters more when you're trying to sneak in or in smaller size battles, right? |
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2012-03-11, 11:16 AM | [Ignore Me] #59 | ||
Second Lieutenant
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spotting is a good addition to ps2 imho, i allways tought it was a real pain when someone was yelling "sniper on the ridge!!!!!!"
what goddamn ridge man? wth are you talking about? we are in a forest ! spotting is just a good replacement for the good old "hey look over there *point finger*" wich only works IRL its mostly usefull in the medium-long range combat scenarios where enemys are harder to see in CQC theres not much added by it Last edited by megamold; 2012-03-11 at 11:19 AM. |
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2012-03-11, 11:22 AM | [Ignore Me] #60 | |||
Sergeant
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Kill cams are being replaced with an informational screen apparently, Spotting looks like its going to be a lot less invasive in PS2 compared to BF3. Time and communication with the devs will tell |
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