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View Poll Results: MAXes costing resources:
Yes. 32 45.07%
Yes, instead of timers. 5 7.04%
No. 19 26.76%
This question is far too delicate for yes/no answer. 15 21.13%
Voters: 71. You may not vote on this poll

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Old 2012-04-07, 06:35 PM   [Ignore Me] #1
NewSith
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MAXes costing resources.


Okay, so I was sitting in a thinking place and figured out that there should be some limiting factor to prevent MAX spam... PlanetSide clearly showed that Timers do not give the proper limits, for I myself used to be a member of an outfit, that considered MAXes a part of the conventional (werner) warfare, being always blamed for that.

What do you think about MAXes limited not only by timers but also by the resources?
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2012-04-07 at 06:37 PM.
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Old 2012-04-07, 06:37 PM   [Ignore Me] #2
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Re: MAXes costing resources.


I'm curious about something. It's already been stated that you can pull as many vehicles as you can afford through resources, if there was a timer limit, I missed it. Why then is unlimited MAXes spam but no one's talking about tank spam, reaver spam, etc?
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Old 2012-04-07, 06:39 PM   [Ignore Me] #3
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Re: MAXes costing resources.


Originally Posted by Stardouser View Post
I'm curious about something. It's already been stated that you can pull as many vehicles as you can afford through resources, if there was a timer limit, I missed it. Why then is unlimited MAXes spam but no one's talking about tank spam, reaver spam, etc?
Vehicles are vehicles.

Heavy armored, heavy hitting infantry is still infantry, but overpowered against others of its niche.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-04-07, 06:41 PM   [Ignore Me] #4
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Re: MAXes costing resources.


Another question, are MAXs immune to weak infantry weapons? ie, light assault bullet based weapons. For that matter, are tanks immune to light assault weapons?

It may seem a dumb question but when I think of a MAX with thick armor, infantry assault rifles penetrating it isn't my first thought...
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Old 2012-04-07, 06:44 PM   [Ignore Me] #5
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Re: MAXes costing resources.


Originally Posted by Stardouser View Post
Another question, are MAXs immune to weak infantry weapons? ie, light assault bullet based weapons. For that matter, are tanks immune to light assault weapons?

It may seem a dumb question but when I think of a MAX with thick armor, infantry assault rifles penetrating it isn't my first thought...
Though we can only assume, but a (VS) MAX from PlanetSide in hands of good operator was hell breaking loose, because only AV was able to take it down effectively, the only AI weapon that could stand a chance against him was the MCG with golden (AP) ammo.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2012-04-07 at 06:59 PM.
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Old 2012-04-07, 06:49 PM   [Ignore Me] #6
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Re: MAXes costing resources.


This is totally premature. You are assuming it will be a problem. I have seen every indication that a player that is properly equipped will be able to destroy their intended target quite effectively. There is no need for such limitations until we see that it would be needed.

Too many MAXes will mean lots of kills for me, as I will just equip to kill them. Any good squad will have a mix of units, therefore keeping the enemy guessing or reequipping.
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Old 2012-04-07, 06:50 PM   [Ignore Me] #7
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Re: MAXes costing resources.


MAX is an infantry class as opposed to something you pull now isn't it? While there may indeed be limitations that suggests at least the possibility of it not being limited at all now. They may have further balanced them compared to the old MAXs to account for this.

Without seeing what things are like in beta I don't really know where to stand on this, so it's the last option for me, PS2 is going to play very differently now that it's going to feel like a modern fps so I think judgement should be reserved here. Ask me again after getting to see what things are like on the field.
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Old 2012-04-07, 06:51 PM   [Ignore Me] #8
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Re: MAXes costing resources.


Originally Posted by EVILPIG View Post
This is totally premature. You are assuming it will be a problem. I have seen every indication that a player that is properly equipped will be able to destroy their intended target quite effectively. There is no need for such limitations until we see that it would be needed.

Too many MAXes will mean lots of kills for me, as I will just equip to kill them. Any good squad will have a mix of units, therefore keeping the enemy guessing or reequipping.
Well, you don't have to be a genius to figure out that cloakers, light assault and medics most likely won't have the means to kill a max in a vanilla situation. And 3 classes out of 6 is 50%.
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Old 2012-04-07, 07:07 PM   [Ignore Me] #9
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Re: MAXes costing resources.


Originally Posted by NewSith View Post
Well, you don't have to be a genius to figure out that cloakers, light assault and medics most likely won't have the means to kill a max in a vanilla situation. And 3 classes out of 6 is 50%.
You assume much. I bet it will be easy to sneak up and plant C4 on a MAX as an infiltrator. Other classes will likely have effective weaponry as well.
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Old 2012-04-07, 07:15 PM   [Ignore Me] #10
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Re: MAXes costing resources.


I'd definitely say MAXes need a timer as well as resources; they have the firepower of small vehicles and shouldn't be as easy to acquire as standard infantry kits.
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Old 2012-04-07, 07:17 PM   [Ignore Me] #11
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Re: MAXes costing resources.


Originally Posted by EVILPIG View Post
You assume much. I bet it will be easy to sneak up and plant C4 on a MAX as an infiltrator. Other classes will likely have effective weaponry as well.
Yes, but we're strating to derail. 1v1 is one situation, but even 2v2 is already different. This poll is not about "how weak MAXes armor is" it's about how to prevent the spam. Because they ARE going to have vehicular weapons, while being infantry, that's not even an assumption. And even without armor, they will still remain glass cannons people prefer to use. Especially in an f2p game, where ethics is usually rare.
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Old 2012-04-07, 07:19 PM   [Ignore Me] #12
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Re: MAXes costing resources.


MgFalcon: What are the differences in roles/functions on the battlefield between Heavy Assault and MAXes?

Higby: They're similar but the MAX is more of a pure class, the Heavy Assault class you're doing trade offs. As a MAX you can have a really good AI as well as a good AV and AV/AA at once - so I'm [as a MAX] a little bit more versatile at any given time. with the Heavy Assault you're swapping out your rocket launcher for an MCG.

MgFalcon: So on the field you'd have to go back to the terminal to swap them out?

Higby: Yeah, exactly! You can swap them out in between dying or on the respawn screen pretty easily, but really the Heavy Assault is supposed to be one of the main AV classes, he has a shield he can deploy so he can walk out hit his shield and be sitting their blasting away tanks and take virtually no damage. A MAX doesn't have that kind of ability, he's gonna take damage when up against a tank. MAXes are gonna have a respawn time, you're not gonna be able to get MAX back to back to back if you're dying really quick, MAXes will probably have a resouces cost which Heavy Assault won't have. So Heavy Assault is more actually infantry class and MAX is more a hybrid between an infantry and vehicle.
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Old 2012-04-07, 07:23 PM   [Ignore Me] #13
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Re: MAXes costing resources.


Originally Posted by TheDrone View Post
MgFalcon: What are the differences in roles/functions on the battlefield between Heavy Assault and MAXes?

Higby: They're similar but the MAX is more of a pure class, the Heavy Assault class you're doing trade offs. As a MAX you can have a really good AI as well as a good AV and AV/AA at once - so I'm [as a MAX] a little bit more versatile at any given time. with the Heavy Assault you're swapping out your rocket launcher for an MCG.

MgFalcon: So on the field you'd have to go back to the terminal to swap them out?

Higby: Yeah, exactly! You can swap them out in between dying or on the respawn screen pretty easily, but really the Heavy Assault is supposed to be one of the main AV classes, he has a shield he can deploy so he can walk out hit his shield and be sitting their blasting away tanks and take virtually no damage. A MAX doesn't have that kind of ability, he's gonna take damage when up against a tank. MAXes are gonna have a respawn time, you're not gonna be able to get MAX back to back to back if you're dying really quick, MAXes will probably have a resource cost which Heavy Assault won't have. So Heavy Assault is more actually infantry class and MAX is more a hybrid between an infantry and vehicle.
I highlighted the word. Good call, though.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-04-07, 07:41 PM   [Ignore Me] #14
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Re: MAXes costing resources.


...

Originally Posted by EVILPIG View Post
This is totally premature. You are assuming it will be a problem. I have seen every indication that a player that is properly equipped will be able to destroy their intended target quite effectively. There is no need for such limitations until we see that it would be needed.

Too many MAXes will mean lots of kills for me, as I will just equip to kill them. Any good squad will have a mix of units, therefore keeping the enemy guessing or reequipping.
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Old 2012-04-07, 08:03 PM   [Ignore Me] #15
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Re: MAXes costing resources.


I like base resources for most everything so yeah maxes should cost resources. I have no problems justifying power/spawn-time with resources as long as resources cannot be purchased.
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