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PSU: Ammo not included.
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2012-06-21, 08:06 PM | [Ignore Me] #106 | |||
Major
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2012-06-21, 08:08 PM | [Ignore Me] #107 | |||
Colonel
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2012-06-21, 08:13 PM | [Ignore Me] #108 | |||||
Colonel
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I agree though that a stock weapon shouldn't be gimped for its primary role.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2012-06-21 at 08:15 PM. |
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2012-06-21, 08:14 PM | [Ignore Me] #109 | ||
Corporal
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People advocating AV weaponry to cost resources: please stop and think about in-game ramifications.
Here's a very common scenario we're going to see: infantry get cornered within a base/tower by vehicles. If AV costs resources, you can be stuck in a situation where you can't pull AV, which means you'll be absolutely dominated by vehicles. Vehicles already have an advantage over infantry, even when the infantry have AV. Now you want AV to be able to run out? That's just horribly broken balance. Vehicles are versatile, mobile, high-power and high-armor compared to infantry. Infantry counters to vehicles need to be free, or this entire game won't work. Versatile weaponry that can be effective against any target: costs resources. Specialized weaponry designed to counter a small portion of the versatile weaponry: free. |
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2012-06-21, 08:19 PM | [Ignore Me] #110 | |||
Colonel
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"We're outta ammo boys, fix bayonets and prepare to charge" Last edited by Sledgecrushr; 2012-06-21 at 08:21 PM. |
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2012-06-21, 08:32 PM | [Ignore Me] #111 | |||
Sergeant
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If you do want to go down the road of paying for standard weapons and items, at least exclude the support roles so more people actually start playing them. |
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2012-06-21, 08:42 PM | [Ignore Me] #113 | ||
Colonel
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If everything has a cost, then potentially every action you take could impact the greater war effort. Carelessly spray your gun at a tree.. You might not have bullets later on. Spamming tank rounds into a base... Just wasting precious ammo. In the most desperate of times a medic migh have to choose a med kit over his rifle. Maybe this little plan is too realistic.
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2012-06-21, 08:52 PM | [Ignore Me] #114 | ||
Private
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This is one thing I've heard that I agree with.
Standard loadouts need to be free for the classes. The entirety of the cost for a vehicle & full load of ammo need to be in the cost for the vehicle. Anything special -- read as outside of the Standard Loadout for a class -- can cost resources, but making the standard loads cost resources just to spawn... once a side started loosing resource points, they would just keep loosing more and more until they were obliterated; no supply line = no army, for realism purposes, and it would degenerate into a 2 empire game. |
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2012-06-21, 09:27 PM | [Ignore Me] #115 | ||
First Lieutenant
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Hence why realism can take a seat in regards to the resource system. On paper, it sounds really cool to be fighting on the last few rounds you can afford. In practice, it's an immediate game killer. No one wants to spawn with a knife, it will just encourage crappy gameplay, like sitting in a corner somewhere, passively collecting resources. If you require them to do something to earn resources - and they can't because they can't afford anything - they may as well just up and quit.
Standard issue equipment should be free. Everything else can cost something. If one is packing a scope, silencer, fore-grip and taped-double mag on their Cycler, that can be costly. Just having the Cycler with no modifications shouldn't cost anyone anything. Same goes for their class tool. All this grenade spam BS and the perfect scenarios that allow it have huge gaping holes in their logic: anyone sitting next to a galaxy chucking grenades isn't doing much for the war effort. Whether or not they cost resources isn't much of a concern for me, I'll live either way. I just don't get why some people are talking like we can carry 10-15 grenades and they're all OHKs or like throwing one costs resources on the spot, theoretically allowing for infinite grenades on a person. |
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2012-06-21, 09:45 PM | [Ignore Me] #116 | ||
Sergeant
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OK.. my 2 certs in on this.
First off, cost for rockets. HELL NO!!! The only way I would agree is if rockets F'd up anything I shot it at. Man or machine. People don't want the tanks to die to rockets very easily. It seems they need to be hit with a number of them. I don't want it to cost me almost of the cost of the tank to kill it with rockets. I would prefer the tank at that point of time. Never mind shooting down planes. As they said in the streams, the rockets don't seem that good against vehicles right now unless you got a bunch of people shooting them. If there is a resource cost you would need to buff the rockets considerably. Right now they seem to be pointless as a spam mechanic. Long reload time, small AOE. You a few a buddies can go tank killing, but using them to clear out an area of soldiers will see you mown down by rifle fire. Working as intended IMO. In order to make resource cost make sense you would need to buff those rockets to the point it would be useful in any other aspect but AV. currently it is not so where's the problem? The OP seems to want to buff the AOE so it can be used against soldiers, so that you need to make it cost resources. Second, my understanding about the extras you put on guns and such, is that you will have costs to buy the attachment, but not to use it. I think it was stated by Higby in the dual commentary total biscuit video, that they didn't want to have people paying again to use a scope they already bought. So you can put it in a load out and use whenever. The same I think applies to vehicle weapons, at least at the moment. I believe they may change that, but it really seemed that you gave up something to put AA on a plane, or AV on a plane so that was strategic enough. |
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2012-06-21, 11:19 PM | [Ignore Me] #118 | ||
Staff Sergeant
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Wait a minute...
I can get behind explosives, medic/engineer heal/repair juice, and deploy-able equipment costing resources, but pistol and rifle rounds is just over the top. Stick to the grenades, rockets, and c4. Things that are readily spam-able AT weapons. Mines and MAX units should be the exception, as there is probably a limit to mines placed and MAX units have a ton of AT/AA ammo in the first place. Medic/Engineer super-glue should be a minor cost, if anything. Maybe something like 5-10 resources for a full resupply. Deploy-ables such as turrets should cost a similar amount as well. A minor cost that has an effect but isn't overburdening. Just stay away from the normal rounds. The TR would go broke. Last edited by Zolan; 2012-06-21 at 11:22 PM. |
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2012-06-22, 12:02 AM | [Ignore Me] #120 | ||
Private
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My worry here is I can see situations arising where your empire isn't doing so well and you find yourself low or out of resources, then you will be at a distinct disadvantage which is fine and intended I guess... that is until you throw in paid resource boosters in the cash store to negate some of that effect. Wouldn't that be classified as pay to win?
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