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2011-02-13, 05:43 AM | [Ignore Me] #1 | ||
First Sergeant
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I feel it's a safe assumption that CE will make PSN, so without further ado...
Spitfires should go underground when they are not firing. This stop friendly vehicles from running over them and destroying them. It also "cloaks" them without making them lame. You can still see they are there, and can still kill them. (I have to admit, I would miss spitbombs ) Cerberus Turrets need to be removed entirely. Aircraft have enough to worry about. Shadow Turrets Remove due to redundancy (see spitfires). Wall Turrets should be all over the walls, not just corners and gates. They should be easily killable and easily repairable. One Man Turrets Remove due to redundancy (see bunkers below) Motion Sensors should hide underground when a vehicle comes near them (even enemy), or just be small enough to drive over without hurting them, again, this stops vehicles from running over and destroying them. Boomers need to be circular. Triangles are way to easy to spot. Mines need to be deployed in groups. It doesn't have to be large groups, three at a time would be nice. Maybe add an alternative mode that does singles. TRAPs need to be easier to kill, but remove the terrible limit on where they can be placed. Except for on bridges, they should not be allowed on bridges. Bunkers should become a deployable. Give them a lengthy deploy time, lots of armor, and suddenly you can make any spot a viable location to fight from. Variations would be nice. Sand Bags (or whatever the non specific name is) are also something to be added. Make them a quick setup and perhaps even stackable. If they were somewhat like LEGOs people could make little forts of their own. Aegis Shield Remove due to redundancy. The AMS/bunkes/sandbags cover this. Ammo Terminal should be added to allow basic ammunition replenishment. Would have a moderate deploy time, and would go away after a minute or two. Any improvements and/or additions? What exactly are the rules on the f-bomb here? |
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2011-02-13, 06:10 AM | [Ignore Me] #2 | |||
Lieutenant Colonel
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2011-02-13, 06:37 AM | [Ignore Me] #3 | ||
Colonel
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Just make friendlies pass through spits. Mowing them over with vehicles is a valid tactic.
Cerberus turrets.. Meh. Aircraft have enough to worry about? So does everything else. Shadow turrets - Rather a silly concept all over. Wall turrets - Should lower into the courtyard when not in use. When occupied, the operator can raise it to fire, or lower it to avoid fire. Gun tower turrets should pop up from inside. Motion sensors are fine. I could support placing them in more positions so that they are harder to run over if well placed. Stop friendly drivers from hurting them, if that happens. I can't remember now. boomers - I'd like to see them be able to be attached to vehicles. Oh, the lulz that could create. I would like to see boomers moved away from CE, as its a much different beast than the rest of the cert, which is concerned with field fortifications. SA might be appropriate. Mines hurt small vehicles enough. No need for even more of the damned things. If buggies and such were less susceptible to them, maybe. Bunkers is a nice idea, but I see that as something that a CE does in combination with a lodestar, being able to place large battlefield fortifications. Sandbags, sure. Stackable ofc won't happen. Also, should be a shield, instead of sandbags, so it doesn't look as weird when friendlies drive through. It might be nifty to make them very difficult to destroy, but the shield portion has relatively fewer hitpoints, and recharges. Ammo terminal is pretty redundant with an ams or base around. If it were to exist, it shouldn't go indoors, should have a limited supply, and the construction gizmos shouldn't be able to be purchased from it. As I went into a bit, I'd like to see players with CE and Lodestars able to deploy advanced/heavy fortifications. Dropping an AMS like bundle. The aforementioned bunker. Heavy field turrets. That sort of thing. |
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2011-02-13, 06:49 AM | [Ignore Me] #4 | |||
First Sergeant
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I didn't mean really easy to kill TRAPs, I just meant a little easier. It takes a long time to kill one of them. If the limit on how many can be placed next to each other was removed, imagine trying to break into a CY with how strong they are now. People would place them like 5 deep. That's a lot of ammo not going towards any kills. I guess if infantry could somehow dismantle them, that would be fine also. |
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2011-02-13, 09:40 AM | [Ignore Me] #8 | ||
Major
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Actually, I'd tailor all engineer roles and equipment to make clear difference in battles instead of just putting stuff down.
"What do you mean?" The Engineer would have their role easy. You place an deployab le item(s) it is works against all vehicles: anti-vehicular. The purpose is to greatly promote field battles away from facilities/urban territories without any vehicles (ground & air), and how many times have we not seen this? -- key information: one field deployable item works against all vehicles effectively. It means the Engineer has the clear role of something and they do it effeciantly and effectively: anti-vehicular with little time-consuming hassle. Deploying everything for an EMP Blast to jam it all is very aggrivating. So, the Field Turret will have it's uses against anti-infantry or anti-vehicle (ground and air). Basicly reduce time-consuming effort for more shooty-action fun.
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[URL="http://t.co/wHak5U5R"]Floating Mountains[/URL PlanetSide 2: Alien Incursion (PlanetSide 2 Steam Community Group) Last edited by Tikuto; 2011-02-13 at 09:44 AM. |
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2011-02-13, 11:21 AM | [Ignore Me] #10 | ||
Private
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I still don't see why so many people want Cerberus Turrets(and other AA gone). It requires a group of them to do any sort of damage and even then a mere Wasp can fly through them and survive unless it has low hp or no afterburner. All aircraft have at least 2-3x more range. Other aircraft should not be the only threat to aircraft.
I think in general deployable turrets should be more useful. I haven't found much viable use for Spitfires/Shadow turrets other than making it a pain for cloakers to reach my Lodestars. They aren't very useful around bases. It is fairly discouraging/frustrating spending a lot of time and effort placing them around the base just to see all of the work gone with the press of a button from CR emp. I also think that a limit of only 15 is much too low considering they are extremely weak and have half the range of a Sweeper(lol). They even have damage degradation so if you are a Rexo standing at the edge of its range, it only does 5 armor per bullet and no health! Field turrets(player manned) are very useless. They have poor range, accuracy and they have way too little shield. You'd be lucky if you could take 20% of a tank's hp before being destroyed by it. They should at least have enough shield to do significant damage to vehicles. If they had greater range they could be placed on hills and stuff. Players should be able to place more mines or EMP mines should have a separate limit from High Explosive mines. Currently no one uses EMP mines because they are vastly inferior to HE mines. Aegis shield can be useful for hiding vehicles, but I would also like other types of shields. Maybe ones that can be used as cover for infantry or small vehicles. Players that also have hacking stuff should be able to deploy things that enhance radar instead of only on a charged Aegis. |
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2011-02-13, 04:25 PM | [Ignore Me] #12 | |||
Lieutenant General
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Last edited by Bags; 2011-02-13 at 04:26 PM. |
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2011-02-13, 06:52 PM | [Ignore Me] #13 | |||
Sergeant
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I don't agree with the easy to be destroyed part. Base turrets have never really been very strong, nor are the much of a threath when unmanned and steered by AI. Weapons that fire in an arc like lightning cannon, can take out the turret with out getting shot at and even outside the fire range of the turret and there are more weapons that can harm a base turret while staying outside it's shooting range. The have all the time in the world to kill it. Turrets are and will always be sitting ducks! The base/tower turrets should have no range restriction or be equal to the max weapon range of what ever weapon system. But that's an other topic. Base turrets should not be easier to destroy, they are going no where and are easy targets. |
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2011-02-13, 09:46 PM | [Ignore Me] #14 | ||
Colonel
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No way on Auraxis can you remove the Shadows. We don't NEED more advantages for droppers. What do you want next, People to be able to fly their airplanes while in an entire Interlink Base of armor, so when the plane gets low on armor, they jump out, clothed in Voltan, replete with capitol dome?
Not everything in Planetside needs to be something that droppers can easily see from afar and destroy from way beyond rifle range. No Shadows? Hah! No way! I love the Shadows. How about no droppers? Then you wouldn't have the people whining so much about shadows, because droppers are the primary source for Shadow gripes. OMG! I can't drop and OMGZ0WNZ0RZ everyone in the tower! What a disaster for Planetside! Nah. Planetside needs Shadows until it no longer has droppers. Last edited by Traak; 2011-02-15 at 01:20 AM. |
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