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2011-08-07, 03:23 PM | [Ignore Me] #31 | |||
First Sergeant
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im not sure how you see the walls failed to do their job. walls are not there to provide farther defence. you can add fortifacations to the walls to allow infantry cover up there, but thats not the wall, thats a sprate parts, its why castle walls have those fortifacations. |
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2011-08-10, 04:38 AM | [Ignore Me] #32 | |||
It's more an issue of what you're defending against. Castles, wagon circles, electric fences, whatever. The threat is always on the same plane as the installation. PS quickly evolved to have a fully horizontal and vertical threat but PS bases were designed from a horizontal, castle mindset.
Inherent to the design of modern military structures is a non-physical dome defense to protect against aerial threats. Really, with modern weapons, thick walls don't mean a whole lot. In PS, the walls were made indestructible while the aerial defenses were reduced to annoyances. An inversion of current military practice. As such, bailers and gal drops became common to circumvent medieval defensive strategy. Ultimately, walls did their job and yet didn't. PlanetSide's Maginot Line. The enemy simply went around then and do now. The walls were there to provide defensive structures that the enemy couldn't pass and, for a time, did it well but, now, does it far less effectively.
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And that was that. |
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2011-08-10, 02:15 PM | [Ignore Me] #33 | ||
Sergeant
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I agree that the bases should have the clear defensive advantage but the attacking players should be able to employ tactics to gain an advantage as well. Maybe PS2 bases could have a "deploy-able" style system for cover. Cover that requires player actions to create would be far more interesting than a bunch of random trees and rocks.
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2011-08-10, 02:31 PM | [Ignore Me] #34 | ||
Master Sergeant
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I'm with op on this. Some of the bases had trees way too close and most people who have played at those bases know this. PLEASE think very carefully the placement of objects around buildings this time because it has a huge effect on game play.
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