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PSU: sig bot told me to F%#K off when nobody was looking ????
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2012-06-21, 11:32 AM | [Ignore Me] #46 | |||
Sergeant
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Potentailly, it could get them even more money, say for example that maybe i want to snipe sometimes or use c4(or whatever it will be) but i have no interest whatsoever in playing the infiltrator class. In their current model, i'll never play infiltrator, and never even care about upgrading the sniper, since i wouldn't be able to use it with other classes. That's just an example, i'll probably use every class and unlock everything, but you get the picture.. Classes really bother me, all weapons and even basic functions like healing and repairing for instance should be available for every class (except maxes), medic class should just have res as a plus and maybe faster healing, same goes for engi faster repairing and those deployable turrets, lights fly and are faster, infiltrators cloak or camo depending on weapon, heavies have a shield and can take more damage, those things are enough already to make the classes different, why the need to restrict equipment to x or y? It just makes the game alot less various.
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Last edited by AzK; 2012-06-21 at 11:35 AM. |
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2012-06-21, 11:38 AM | [Ignore Me] #47 | |||
First Sergeant
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If you use the PS1 scheme, and want to avoid BR40 super Soldier thing, you have to do it like PS1 originally did, you limit the max BR and max number of unlockable thing, so that a player cannot unlock everything and find "do-it-all" soldier configurations. If you limit unlocks, you limit potential buyers, and you limit the attractive power of the additional content you put in later (people already maxed out on BR won't buy new toys, mostly). And F2P model heavily relies on new content. Whereas in the "I can unlock all" system, far less people will resist the urge to unlock everything (like you wrote yourself, tbh) Once you are sure everything is viable for buying, how do you keep away the Super Soldier I-can-do-it-all effect? They did it through classes. How this is going to solve the problem remains to be seen, but I understand why they got away from PS1 system Last edited by Kalbuth; 2012-06-21 at 11:39 AM. |
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2012-06-21, 01:16 PM | [Ignore Me] #49 | |||
Brigadier General
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In PS1, Rexo was the heavies standard infantry armor and had the most options for variety of weapons and equipment. It was essentially the primary base fight armor, but lacked the ability to drive a lot of vehicles. In PS2, HA can currently drive and pilot every vehicle, but they are no longer capable of being jack of all trades infantryman. Their role as heavy infantry has been upgraded, but they now have significant downsides that will prevent them from being the universal base fight armor. No longer can they act as medic and engineer, and now even LA has a leg up on them in a lot of situations. Armor was essentially the class system of Planetside 1, but only the MAX and Infiltrator really felt like classes. The other armors were just more freeform templates from which to create whatever mix you wanted. I think that their goal was to push aside those freeform template armor names in favor of making it clear that Light Assault and Heavy Assault were something different, and more specific in their roles. I do agree that it's a little confusing that HA is the name of a weapon group in PS1 and an infantry class in PS2, but I've mentally adapted to it pretty quickly and the majority of PS2 players will never have this confusion in the first place. For them, HA will always have been the class, not the weapon. I think it's fine the way it currently is in PS2. We'll probably have to start refering to the HA classes heavy assault weapons as HW for clarity though. I'm okay with this. |
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2012-06-21, 01:23 PM | [Ignore Me] #50 | |||
Sergeant
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They would be way more inclined to spend resources or money on a weapon/tool if it wasn't restricted to a class they don't like. As for the "super soldier" issue, i see no issue at all, it's not an issue not even in ps1 with br40 to be honest because even if you have everything you can't do everything at the same time, you always limited by your inventory (another great thing they decided to scrap entirely and was a HUGE mistake in my opinion), armor type, or loadout. Now, despite the inventory being gone, in ps2 you're still limited by armor types, number of things you can have in your slots, and changing gear at a terminal. So why the need for classes? They can't say it's for avoiding super soldiers because the aforementioned things already do that, so i don't buy it. Sure, in ps1 as br40, me being one, there is a number of things you can more or less always do, like hack heal res rep or so but i find it acceptable, everyone should be self sufficient, people who can do more stuff can actually improve and vary teamplay ALOT. Having very restrictive classes/roles only shoves teamplay down everyone's throat, it doesn't actually improve it. Being able to help others and rely on others, good. Being forced into it, terrible. Not to mention that, despite all sort of fantasies strategic players have about this game, let's no kid ourselves, the vast majority of the playerbase will be soloers (that doesn't mean they won't take part in teamplay or help others) and if they don't have fun you lose a meaningful chunk of pop very fast.
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Last edited by AzK; 2012-06-21 at 01:49 PM. |
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2012-06-21, 02:17 PM | [Ignore Me] #51 | ||
Private
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2012-06-21, 02:51 PM | [Ignore Me] #52 | ||
Major
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They've done it for balance reasons, it's easier to balance if certain weapons are only available to certain armours.
i.e they didn't want LA with lock on AV, because they'd be airborne and almost impossible for vehicles to attack. they didn't want a LA to have a HA weapon since they'd have very agile troops with insane firepower. They didn't want HA or medics to have snipers because they want the sniper class to be restricted to having very low armour/finite health. It's just a way of easily removing strange armour weapon combinations that would break balance. It'll make little to no difference overall IMO.
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2012-06-21, 03:32 PM | [Ignore Me] #53 | |||
Sergeant
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Don't know how can you even think that the class system will make little difference overall. It's going to be a completely different game Think about your average actions in 1 life on ps (spawn till death) without changing gear, within a second you'll realize ps2 won't allow you to do even the most basic stuff you could in ps1. Every class should at the very least be able to heal/repair assuming they have the correct equipment for the job and have no weapons restrictions, other tools and utilities are open for debate, but those very basic things? come on.. These current classes following the bf3 model are like.. "here, this is your role, you can't go wrong, but you have 0 versatility" spoonfed.jpg, it's just sad.
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Last edited by AzK; 2012-06-21 at 03:37 PM. |
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2012-06-21, 07:19 PM | [Ignore Me] #58 | ||
Captain
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It's not an issue as such, but there has been some confusion from people unfamiliar with the game (since the HA weapons haven't gotten much attention and were not featured at E3). That'll probably sort itself out after the game's been out for a while and will be relegated to "you stupid n00b, this dungeon's been out for six months and is a faceroll" territory.
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2012-06-21, 07:35 PM | [Ignore Me] #60 | |||
Staff Sergeant
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Friendly jabs aside, I like Heavy Assault, but I don't really care if it was changed, but what would be the updated name? Reinforced Assault? Simply Rexo? Or just Reinforced Armor? Also, was Rexo used in-game or was it just a community thing, anyways? That was never clear to me. |
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