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2013-01-08, 12:42 PM | [Ignore Me] #77 | ||
just wait till I tell Colin you called him a tanker
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2013-01-08, 12:53 PM | [Ignore Me] #78 | |||
Private
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But, i don't see the devs doing that. |
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2013-01-08, 01:01 PM | [Ignore Me] #79 | ||||||
Lieutenant General
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The main thing one complains about, whether one is infantry or otherwise, is that one always wants to feel they have at least (had) a chance to react and respond. Either to get to safety or to return fire. I would say EMP grenades (and finalized, proper AA - aircav - lib balance) would be required on top of base improvements. That would probably also satisfy ground vehicle users who currently do feel a bit whored as well by air. Obviously to a lesser extend than infantry, but still.
Some of those massive posts I write are written on iPhone with DUTCH auto-correct on... You have no idea. Even more annoying is when the blasted thing remembers capital letters for frequently used words like "For" and "As" due to having started a sentence with it once. |
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2013-01-08, 02:37 PM | [Ignore Me] #80 | ||
Corporal
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Put me down into the "things would be more balanced for infantry if the terrain and bases were built better" camp.
1. Bases need more raised walkways and gaps to shoot out of. The walkways would also be mostly covered to protect from air; there would be periodic gaps to allow HA and Maxes to look up and shoot at air, with cover just a few steps away. Throw in some bunkers and tunnels too, why not. 2. More infantry only accessible areas. Instead of making a bunch of impassable hills, they should have made a bunch of small foot trails(like the north face of the Crown, only narrower). Vehicles may have to drive around the long way, but infantry can run up the trails and cross over on foot. Make small cave networks throughout the land. Suddenly, vehicles don't travel lightly through Amerish because a bunch of infantry could be waiting just behind the hills. A liberator might not bomb the Stronghold on Indar anymore because the caves all around it are crawling with HA and AA maxes in hiding. 3. More infantry only fights. Orbital Platforms, floating Titan like ships from BF2142, an evil genius volcano base built into the side of Mt. Searhus, or a largely vertical base built inside a massive tree on Forseral. Whatever. |
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2013-01-08, 02:42 PM | [Ignore Me] #81 | ||
Contributor Private
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A lot of people here are saying infantry should be decimated in the open against tanks, and I do agree. The problem with the game now is that is exactly the opposite of what is happening.
Infantry get decimated by tanks in bases and fare fairly well in the "open". I spend a lot of my ingame time leading small organized infantry squads. The first thing we do when we spot an approaching armor column with any sort of advance notice is move AWAY from the base and grab the nearest hill crest. Anything wrong with this picture? |
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2013-01-08, 02:49 PM | [Ignore Me] #82 | ||
Staff Sergeant
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I think it would make more sense to have capture points, except for towers, below ground. Infantry combat in Planetside 1, for instance, came to life inside the bases...fighting in the basements, tunnels, etc. This type of gameplay needs to encouraged...For instance, infantry could have a vantage point which would leave armor exposed and vulnerable, but infantry could move in and secure the location and leave the vehicles unharnessed.
And example would be the pillboxes which were connected together underground in PS1. And although I am only talking with infantry in mind, this would also affect tank zergs because the infantry on the ground would be able to repel them, or hold them long enough for a friendly zerg to intercept. But at the same time it wouldn't be a nerf to prevent tank zergs. Last edited by RykerStruvian; 2013-01-08 at 02:51 PM. |
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2013-01-08, 04:45 PM | [Ignore Me] #83 | ||
Second Lieutenant
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If the red triangles vanished and camo had decent upgrades (ghillie suits etc) then there would be no imbalance between vehicles and infantry.
As it is, when I'm not libwhoring, I'm parking a sunderer in a secret location (under a rock, behind a building, near a warpgate) and dropping AT mines on a highway. If they can't see me, it's free kills. If they see a neat little "Here's the bad guy" marker, then it's rubbish. It wouldn't take much organisation to get 3 heavies and an engineer (4 man squad! Just like the SAS!) to park in enemy territory (like the SAS!) and really disrupt things. I think the problem with vehicle spam is that certain game elements make it very easy for vehicles. Their damage output is fine, their armour levels are fine, their speed is fine but their ability to spot and know in advance where the enemies are is not fine. Infantry has nowhere to hide. |
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2013-01-08, 05:59 PM | [Ignore Me] #84 | ||
At the risk of just going over old ground again, it seems most people are in agreement that things are not "that" bad, but elements of the game need fine tuning, and there have been a whole lot of posts on the subject of how to make this happen, I just hope the Devs see the woods from the trees, and pick out the good ideas from the not so effective ones.
I will list some below (there are probably many others) but these are my main issues and suggested changes:- 1. Allow EMP grenades (as Figment mentioned) to be available to all classes like fragmentation grenades are. This would give infantry a whole lot of options when it comes to being camped at spawn points, maybe a rest bite to leave that spawn point by EMP’ing the camping Vehicles and then blowing them up with rockets. (I think Infiltrators have them currently, so am not sure why they aren't used more often) 2. Base designs need an overhaul with regards to the building layouts. Taking a base should be an infantry affair, backed up by vehicles to an extent, but having the masses fighting inside a structure that doesn’t allow vehicle shelling of the control point, or the base owner spawn point. There are many ways round this, one of them making Spawn points underground leading into the main structure with many underground rooms linking them. (Anyone who played PS1 will know what I mean) 3. Render (draw) distance needs a fix as point 2 will result in a lot of indoor fighting, and repeating the render (draw) issues of what Techplants used to be (prior to the nerf) would mean a fix for this would need to come at the same time as any base redesign if it were to happen. 4. Lattice (Large Hex) changes to make fighting more focused. Towers and outposts can remain as they are currently as places for smaller squads to fight over and take or defend, but shouldn’t be a stepping stone for the Zerg to go through. There have been many other posts discussing the pros and cons of this so I won’t reiterate that here, search for posts by myself and you’ll find discussions on the subject. I’m sure there are probably more points to raise but that’s what you folks are for |
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2013-01-08, 06:50 PM | [Ignore Me] #85 | |||
Lieutenant General
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I knew of snipefils. But I never see infiltrators around a tank. I mean. They're visible, don't have explosives, can't jack them, would have one grenade or more for a worse suit while being the lightest of suits already, EMP grenades cost resources are very cert expensive, it is not explained what they even do and you could have a different grenade instead that actually kills the type of enemies he hunts... What possible reason would a cloaker have to try EMPing a tank at huge risk to himself while he could be on a ridge well behind his own front lines sniping and relocating and sniping and throwing a grenade at times to kill tons of people for quick experience points? Gee. I wonder why. (sorry, get very snippy when infiltrators are mentioned... being a PS1 carreer base infiltrator in PS2 does that to you). Last edited by Figment; 2013-01-08 at 06:52 PM. |
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2013-01-08, 07:06 PM | [Ignore Me] #86 | |||
Second Lieutenant
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I can understand the rage. I was confused about why there were no emp grenades in this game too till someone pointed out what amounts to your post. Technically there are emp grenades, but there really is no point. |
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2013-01-08, 08:30 PM | [Ignore Me] #87 | |||
My "I think infiltrators have EMP grenades" was me being sarcastic Admittedly, more classes with access to EMP grenades would be ideal, but spawn points have loadout terminals, and switching loadouts isn't too taxing for someone to see that they're camped, switch to infil, EMP.... the HAs in his team take out the vehicles whilst whoever EMP'd them switches back to whatever they wanted to be and carry on. This brings me back to people having the tools (when they have enough certs to splash about) and just opting for the easy option which is complain about the game. Now I am not trying to argue that the situation is ideal, but people really do need to play the game more and discover solutions to problems (not always existing but at least try) in order to get along with what the game is throwing at them. Claiming Infiltrators can't infiltrate to me is just saying you aren't trying hard enough to change form what PS1 infiltration was to what PS2 is, which is slightly different. And infils just sniping and not using the other tools they have is just the community again going for the easy option. You can't force people to change the way they play, i know, but in the same breath you can't say counters already don't exist, players just choose not to use them. |
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2013-01-08, 08:55 PM | [Ignore Me] #88 | ||
Lieutenant General
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Players aren't aware of it and aren't incentized to even get in the range: it's simply much more lucrative to sit back and snipe.
Yes I'm aware an infil could just be an infil to throw an EMP for some other HAs. I did that all the time in PS1. But with one grenade, who is going to bother giving up their lives for that? Besides, they're usualy out of range when camping. If it were a default available tool and you'd have a few standard. (I asked for this since early beta, but players had more important topics, of course, and horns are often considered more important than basic issues too, don't think the majority of new people even notice or comprehend basic issues right now, even when they don't like it...). I can "infil" with a snipefil in PS2, but there's no point beyond turning some terminals. One can do much more and much more effective in terms of infiltration and sabotage with a Light Assault (especially if you have two C4 and a shotgun). Last edited by Figment; 2013-01-08 at 09:00 PM. |
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2013-01-09, 04:15 AM | [Ignore Me] #89 | ||
First Lieutenant
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You know what's more annoying than not having your pet playstyle supported in game? Having your playstyle supported in game and having the other players assume you're just sitting on a hill being selfish for the XP.
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2013-01-09, 07:19 AM | [Ignore Me] #90 | |||
Although talking about spending time in game...... I really need to start doing something else after work, as I just looked at my playtime and cried (Yes, I am a PS1 vet, no, I am not bored of PS2, yes, I still love it even with all the faults, and no, I won't be quitting for a long while) |
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