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2004-03-09, 02:40 PM | [Ignore Me] #1 | ||
First Lieutenant
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1. Admit charging for the expansion was a mistake and give it to everyone who is a paying subscriber. For those that bought it already give them a break on their next few months of subscription fees. This would up the value of PS and greatly help attract new subscribers.
2. Ditch the Flail. It�s a mistake and a lame addition to the game. Everyone loves gunning a Flail and everyone hates getting killed by a Flail. That alone should tell you that it needs to go. Artillery is just lame in any game. In BF 1942 the most hated players are the ones that park a battleship near a spawn and just mindlessly shoot where they know infantry will be. In PS Flails do the same when they mindlessly spam a CY. 3. Add more modules. Some examples: A Crystal Module would be nice. Something that when installed would cause several healing, armor, and vehicle repair crystal clusters to spring up in key locations throughout a base and it�s CY. I�m talking effective places like in rooms or walls behind cover. A Guardian Module that makes the generator force field 2x or 3x more powerful and keeps modules locked in place as long as your empire has a link to that base. So now the modules can�t be �stolen� until an enemy empire actually takes the base. A Nanotech Module that reduces NTU drain by 50%? 4. More AT Vehicles: Ditching the Flail would make the Vehicle Module mostly useless so how about some AT Aircraft and Light armor? Some AT Vehicle ideas: The Corsair: fighter/scout aircraft that has a slow firing non-splash damage lock on projectile weapon called a �seeker� that is about as effective as the 12mm but obviously more accurate. Has about the armor and maneuverability as the Mosquito. The Rapier: aircraft that has 2 �seeker� weapons and about the armor and maneuverability of the Reaver. The Cluster Gun Ship: an aircraft that moves at liberator speed with no AB capability but with 2 �seeker� gunners in side positions with full 180 degree arcs of firing and 4 passenger positions. This would fill an air drop role and provide ground AI support as well. The Razer (as in one who Razes; not razor misspelled : A tank that is effectively a hover version of the lightning with perhaps a nice tight firing arc main gun that has a lashing effect rather than just splash damage that can deploy for improved weapon functionality. 5. AT Empire Specific Skins Please!!! Ok, I ran outa ideas... but CC could and should be a LOT better than it is...
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2004-03-09, 03:22 PM | [Ignore Me] #3 | ||
Major
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I don't think they should remove the flail but nerf it's anti infantry role. make it an anti-vehicle weapon capable of taking out a tank. and maybe doing 100 armor damage to infantry and 50 to health. (so in theory it would kill a cloaker strip the armor and almsot kill an agile and drop both armor and health to 50% for a rexo) it would stop the constant flail spamming. the flail would turn into I guess most would term it as useless but still effective anti-vehicle weapon.
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2004-03-09, 03:26 PM | [Ignore Me] #4 | ||
Lieutenant Colonel
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How would this stop people from spamming again? 2 shots would kill everybody instead of 1? Yeah, I'm not quite sure that will keep people from spamming like mad. The flail was a really bad idea that there's no chance of them getting rid of but which by it's very design decreases the fun to be had playing the game. At the very least they could nerf the range so that you couldn't spam one base from the courtyard of another base. Forcing you to pretty much take a base to get to a flail is ridiculous, if they were forced out in the open there would at least be a chance of hunting them down.
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2004-03-09, 03:57 PM | [Ignore Me] #5 | ||
Sergeant Major
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Here's how you stop spamming and build on the team concept of PS AND keep the Flail:
Flails cannot fire at a target that hasn't first been painted by a Laze. Is it difficult? Yes. Does it leave Flails vulnerable to the guy standing RIGHT THERE because they don't have anyone with a Laze pointer right there? Yes. If you can only fire when painted and then only at the painted target, then you'll see a drop in most spamming. Will doors be spammed? Yes. Will pads be spammed? Yes. Will AMSes be spammed? Yes. But what did you expect? If I was a commander in this war, that's exactly where my artillery would be focused. As a consolation to the Flail drivers, give them a little rearward firing gun when they're undeployed to harass the people following them. Limits the usefulness of the flail to a strategic weapon rather the spam-o-matic that it is currently. They need tactical level artillery still, but nowhere near as powerful as the Flail, more along the line of a slightly weaker Reaver rocket. Think Russian Katsuyas (sp?) from WWII. Just little rocket launchers that saturate an area with shrapnel...high damage to infantry, minimal to vehicles and MAXes. Just a thought. |
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2004-03-09, 04:05 PM | [Ignore Me] #7 | ||
Lieutenant Colonel
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Yes. They should also eject the player HIGH into the air, before tumbling down, at a steady slow pace, to give the driver the illusion that he/she is safe, before mosquitoes and reavers come round and shoot them dead before they even hit the ground.
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I love you, You love me, Lets go kill those dammn NC's With their jackhammer shotguns, And their Phoenix Missiles too, and make them wish they were barney's too. |
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2004-03-09, 04:58 PM | [Ignore Me] #8 | ||
Major
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How do you think Artillery is used? To hold chokepoints or to target distant targets. I don't see the problem right now. That's exactly what they do, they target AMS's or they spam a place where they know a lot of people are going to be headed.
A change that I think would be good would be strip the flail of a lot of it's armor. Give it less armor than a Lightning. A lot of the game's concepts are based aroudn WW2, so I would assume that the Flail is based off of the howitzer. That's all well and good, but it's not completely made correctly. The howitzer was very weak, and was easily destroyed. Therefore, i believe that the flail should be the same way. Artillery's main strength is distance. That's the only change that I can see. |
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2004-03-09, 05:07 PM | [Ignore Me] #9 | ||
Liberator crews eat Flailers alive.
If nobody in your crew was willing to sacrifice being ELITE by spending on Air Support, I say let them get owned by the Flail. If everyone spends on Heavy Assault, it's far worse than one simple piece of mobile artillery. Way worse.
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"Blessed are the Peacemakers, for they shall be called Sons and Daughters of God." - Jesus Christ "Blessed are those who Hunger and Thirst for righteousness, for they shall be satisfied." - Jesus Christ PlanetSide player, retired |
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2004-03-09, 06:01 PM | [Ignore Me] #10 | |||
Colonel
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2004-03-09, 06:21 PM | [Ignore Me] #12 | ||
First Lieutenant
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Flails won't get removed, but they need to seriously nerf the armor on that thing.
You should be able to take it out with about 16 reaver rockets; meaning, if you are good enough to dogfight, evade, and get over the enemy cy while the turrets and everything else is firing at you and put 16 into a flail, it should die. Its ridiculous that something with such extreme range and power has so much freaking armor. |
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2004-03-09, 06:24 PM | [Ignore Me] #13 | |||
First Sergeant
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2004-03-09, 07:34 PM | [Ignore Me] #14 | ||
First Lieutenant
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My problem with the Flail is with what I did the 3rd time I used one. I was playing as TR and got a good angle on a watch tower in the SOI of our base. From my cliff face locked down position I could spam any of the 3 doors on my side that opened and could blast the ground to either side of the tower.
The VS decided to zerg from that tower. By the time they gave up I had raked in over 200 kills in about 30 minutes... and 500 grief I never used it again. I prefer to fight and earn kills.
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2004-03-09, 07:50 PM | [Ignore Me] #15 | ||
The flail doesn't need to be removed imho, it just needs its armor nerfed and changed to a high arc weapon AND they need a way to extrapolate Artillery placement (cert, implant, whatever) AND they need common pool artillery (which does bad infantry damage but good armor damage.) Flails are so bad because they're almost always deployed solely by one side, if they had to worry about counterbattery fire, then i think it would become alot more balanced as they couldn't just sit there and spam infantry all day. They would have to worry about the other empire tracing there shots back and as such have to win the artillery duel with them first, bringing some skill into the role.
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{BOHICA} |
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