Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: FAQ doesn't stand for Frequently Ask Questions
Forums | Chat | News | Contact Us | Register | PSU Social |
2012-01-29, 02:31 PM | [Ignore Me] #77 | ||
Another great AGN, didn't catch it live unfortunately but thanks for posting it up.
Does anyone feel like resources might be purchasable? No timer on MAX, as mentioned before probably resource restrictive? For objectives: Something like Defend the Gate shield generator, at what point would that objective be "completed"? When all enemies are removed from the area? Would the person who assigned it be able to control when its completed? Galaxy: I think it was Greywolves that quoted Sun Tzu, and I agree with him. The AMS was a great tactical asset that only the most attentive enemies would discover before the zerg arrived. One of the best elements in the game and it really shined in the caverns (my favorite places btw). I guess the time will come when we can test this new system but I am hoping for the best. |
|||
|
2012-01-29, 08:06 PM | [Ignore Me] #80 | ||
Major
|
Iron sights are needed in a modern shooter of this nature for it to be popular. It isn't needed in TF2 as it doesn't have that kind of combat and is a very cartoony game. I couldn't imagine Planetside 2 being a success if it didn't have them in so I'm sorry but people will have to live with it. I don't see them as a problem as Planetside's gameplay was never Unreal Tournament or Quake speed.
I'm more worried about Snipers personally as they were pretty useless in Planetside because the shooting wasn't that great so they had no impact on a battle. I could stand out in the middle of nowhere and not get snipped once. As the shooting in Planetside will be brought up to date I'm worried about how over powered snipers will be. If people are scared to go out into the open because of them, then the game will fail. It's like TF2 and the 2Fort map with Snipers making people scared to go out in the middle and it makes the map boring. As soon as you ban the class from the map it becomes chaos in the middle and is amazing. |
||
|
2012-01-29, 08:36 PM | [Ignore Me] #82 | ||
Colonel
|
Well, a game doesn't need iron sights to be successful. I play BF3 and PS1 because they are both different and fun games in many aspects, where BF3 has the quick TTK, iron sights, etc. PS1 didn't have either, and the reason it wasn't successful is because the game was ahead of its time. Very few people had the hardware and/or internet connection to run it. Had it been released a few years later I'm sure it would have been a big name game.
|
||
|
2012-01-30, 12:35 AM | [Ignore Me] #84 | |||
Sergeant
|
|
|||
|
2012-01-30, 04:57 AM | [Ignore Me] #86 | |||
The only time I managed to defend the CC successfuly as a sniper was in caves, when I was guarding both CC entrances and my mate was guarding the console in a MAX. But yet again enemies were just coming one by one... If they gathered we wouldn't had made it. Other than that snipers has no use. It's not about their competence. Last edited by NewSith; 2012-01-30 at 09:23 AM. |
||||
|
2012-01-30, 05:11 AM | [Ignore Me] #87 | ||
Lieutenant General
|
I started working on it in my sticky on the top of this board. I am busy with studying atm, so I only got about a quarter of the way done.
Question: How will urban combat be incorporated? Higby: We have a couple diff plans for urban style combat. One of the keystones of our facility design is building them out so they're much larger overall footprint. There's sort of like an urban warzone that surrounds the facility itself. Another way, way further down the road, will have continents with a lot of urban combat; ie a lot of cities. At launch, the concept of "in your face" urban style combat in our facility fights. Question: Has the feedback on ironsights changed or influenced how you plan on implemtning them? Higby: We will still definitely have them. WE haven't backed away from the idea at all, but a lot of the feedback has been ways to do it that wont' take away from the PS gaming experience, and that has been very valuable. The feedback from PSU and Twitter has been very enlightening. People bring up issues with things that we'd have no idea they were upset about. We were surprised so many people were upset by the lack of vehicle animations. A lot of it has been figuring out what iron sights mean for our game; what kind of advantages they give you. It was very split on people who like it, who don't like it, and were meh about it. Question: New information on the max capabilities? Higby: Most special abilities are locked down; the Vanu one isn't. We are trying to figure out an empire specific ability to give them; it's a balancing act between what the empire already has and what we want them to have. We have a lot of different options. TR will have lock down, NC will have lock down, and they will all have a generic charge ability. |
||
|
2012-01-30, 05:25 AM | [Ignore Me] #88 | |||
Sergeant
|
|
|||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|