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PSU: If you threw crap into a spawn tube where would it go?
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2012-01-06, 03:09 AM | [Ignore Me] #1 | ||
Private
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One of the most annoying things I've found while playing PS1 is that when defending a chokepoint position you are not able to get through the cluster of friendlies holding the enemies at bay. This is especially true of the TR MAX blockade that usually gets set up on the stairs above the doors in a tower. One of the MAXes needs to unanchor to let comrades by or they can't get through.
One way to deal with this is to allow soft collision for friendlies like they have in TF2. You get a small amount of slowdown as you pass through a friendly but are able to pass. Enemies would still present a solid barrier. Anyone besides me get annoyed at this or have an idea to make it better in PS2? |
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2012-01-06, 04:09 AM | [Ignore Me] #4 | ||
Lieutenant General
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I would sacrifice a child to testify how much I want this. In most FPS games there is solid collision between players, and it's always been a source of getting killed, trapped, shoved, and all around annoyed
I'd honestly prefer no collision what so ever, but I don't think most would agree so I'm good with this |
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2012-01-06, 05:43 AM | [Ignore Me] #7 | ||
Major General
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Vehicle collision would probably need to be handled differently, you cant have people walking through solid objects. The odds of SOE having grief for getting hit by a vehicle is rather low though, due to the asshat F2P factor.
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2012-01-06, 05:48 AM | [Ignore Me] #8 | ||
Private
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It could be done like halo, where low speed collisions won't cause much/any damage and "push" people.
Also I'm all for soft collisions on player on player collisions, man was it RAGE inducing to walk into a teammate in bf3 beta. |
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2012-01-06, 06:02 AM | [Ignore Me] #9 | ||
Sergeant Major
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Read the friggin' topic people! It's not about vehicle collisions.
I support the idea of an anti collision system for foot soldiers, but it has to be in a manner where you still slow down considerably while passing through. If you can just run through anyone, that is bad. |
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2012-01-06, 06:34 AM | [Ignore Me] #10 | ||
Staff Sergeant
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I vote yes, and that the slow effect increase based on how many allies your are currently clipping, to deter stacking. The bigger the crowd, the harder it is to wade through.
Last edited by Justaman; 2012-01-06 at 06:37 AM. |
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2012-01-06, 07:57 AM | [Ignore Me] #12 | ||
First Sergeant
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Whilst I would certainly agree with the idea, I'd want to see how the redesigned bases work out first.
Remember this is kind of a solution for a problem that, whilst seemingly obvious by PS1 standards, may not be an issue in PS2. |
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2012-01-06, 08:28 AM | [Ignore Me] #13 | ||
i hated getting stuck in a room where maxes blocked the doors or on tower staircases!
but i see one issue with walking through friendlys in ps2: in ps1 hitdetection was more of dicerolling than actual detection... in ps2 it will be accurate and if 2 players occupy the same space because one is walking through the other, the hitdetection might freak out again to decide which player takes the bullet. and it will not take long until all soldiers try to hide inside of each other to exploit this. |
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2012-01-06, 08:38 AM | [Ignore Me] #14 | ||
Master Sergeant
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I always thought the purpose of the trmax blockade was to be a blockade. This means it has advantages and disadvantages. Like everything else in planetside there is give and take, and each tactic requires teamwork.
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2012-01-06, 10:54 AM | [Ignore Me] #15 | |||
Private
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As far as a stacking exploit goes, soft colision of the type I'm talking about would cause the stacked soldiers to repel each other somewhat. It would be like trying to keep like poles of a magnet near each other in this respect, making it very hard if not impossible to pull off for any length of time. With respect to vehicles, hard collision will likely be neccessary to prevent other issues (not being able to enter a vehicle due to a smaller model being inside a larger one, etc) |
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