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2013-08-16, 08:22 AM | [Ignore Me] #47 | ||
Agreed, and it wouldn't have to be a drastic increase either, even an additional 10 to 15% hit points would help increase the spread of weapon types from the fairly narrow band we have atm. Its probably why we don't have DoT or AoE infantry weapons in PS2 (other than nades), e.g. Radiator, Maelstrom, Thumper, Scorpion, Flamethrower sunburst, Plasma Nades.
Last edited by Shamrock; 2013-08-16 at 08:25 AM. |
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2013-08-16, 10:13 AM | [Ignore Me] #48 | |||
Staff Sergeant
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I don't see why they can't add the original VS MAX ability. Make it so it can't necessarily fly over the tallest walls of a facility like LA, but give it a bit more (vertical) maneouverabilty instead of a damage increase (another mechanic I dislike in FPS games i.e. CoD's Stopping Power perk, which basically made all other perks in that slot obselete outside of hardcore, everybody and their Mum rocked it). At least all MAX abilties would remain situational that way. I don't recall it being particularly gamebreaking in PS1. Ofc, I haven't had chance to imagine exactly how it would differ in PS2 (to the point of being OP). I still think weapons would need balancing in addition. If NC had a basic high damage/low RoF HMG; TR had a low damage/high RoF LMG; while VS had their empire-flavoured equivalent lazor to begin with, balance would be easier to achieve. THEN add the shottie and what-have-you for each empire's MAX. Yes shottie's are traditionally NC and yes PS1's NC MAX had a shottie, but it did not OHK. The tri-barrel, variable choke mechanic was a lot of fun to use; your TTK depended on your skill naturally, but also on your ability to adapt to the distance seperating you from your target (which could change in a flash with new targets appearing, etc...). The problem here is that now MAXes have two weapons. I'm sure the PS1 NC MAX will be hard to bring back (nor should it necessarily, even if I miss its firing mechanics greatly). However, I don't think giving PS2 NC MAXes PS2 shotties for empire flavour's sake was a good idea either. I know the HMG idea has been proposed before, but I really think its the way to go (for the short-term at least). At least we have a more balanced/balanceable base of weapons to which we can add some ES flavour later. Last edited by Dodgy Commando; 2013-08-16 at 10:14 AM. |
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2013-08-16, 10:33 AM | [Ignore Me] #49 | |||
Major
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When playing my TR I fear fighting both enemy faction Maxes. As NC I fear VS and as VS I fear NC. If I am on NC or VS and see a TR max I can usually either kill it or run before I die. |
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2013-08-16, 11:09 AM | [Ignore Me] #50 | ||
Staff Sergeant
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My perspective on the matter (without which my previous post might feel too much like derailing, sorry!) is as follows:
I don't play an NC AI MAX therefore I have no certs invested in this role. From time to time, I step outside of my normal MAX gameplay (AA/AV) and its enough to see that the shotguns can be quite lethal, even if they do normally require quite an investment cert-wise to be considered effective. My experience is by no means extensive; not to mention the fact that I don't have to face Scatmaxes. In terms of balance though, we have an apparent tradeoff in terms of range which is quite limited. Others are frustrated by the lethality of the NC MAX, I am frustrated by the lack of range. It makes MAXes too assymetrical, to the point that they will rarely encounter each other seeing as they are so specialised (except for VS ^^'), as well as severely limiting my options as an AI MAX. Hence my comments in my previous post. Again, just my PERSPECTIVE. I recognise the fact that I am not best placed, but I do face VS and TR MAXes, and I find them in situations I wish I could be using mine. Just as frustrating. I don't share the opinion that Scatmaxes are OP, beyond a certain range they are utterly useless. I do think there are some poor design choices when it comes to MAXes though. |
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