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Old 2011-08-13, 02:35 AM   [Ignore Me] #46
Zulthus
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Re: NO to the following in PS2.


Originally Posted by opticalshadow View Post
when ps1 first dawned our comps this wasnt so easily done. even if you blew the gen that base still stood, the only reason its so effective now is the populations are not big enough to reinforce the base while holding the inside of it.

blowing the gen is the tactically smart thing to do, now a days it basically ends the fights. but i remember once we stormed the gen room in year 2, and our outift and one other (50 guys in this particualr group set up) were deployed specifically to prevent gen repairs. with the gen down it was us as the TR and it was an NC base (the VS were poking their head into it as normal)

in anycase gen is down, pop lock on both sides, still took 3 hours to get teh hack on the base started. so many ams, and so many gals. it didnt matter that the gen went down. it gave us a small push, but it also took 50 guys to defend the gen and surroudning area. back then gen down did not mean base lost. it just ment you had to fight the forces inside and out side now.
I realize gen holds were fun back in the day; but I'm just saying with PS's current conditions, generators are blown for no reason 97% of the time. They are indeed tactically smart to blow when a fight has been raging for hours, or you're getting pushed back, but at this point in the game I just want them removed. Not from PS2, of course, if they can find a way to prevent gens being blown by anything less than a squad or platoon of continuous fire. It isn't something that should be able to be taken down by a single man IMO.
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Old 2011-08-13, 02:48 AM   [Ignore Me] #47
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Re: NO to the following in PS2.


Originally Posted by p0intman View Post
i can basically promise you a lot of people will not play if this level of customisation isn't available. and its a stupid idea anyway.
Its not customization when everyone did it. There was too much room for extra tools. Everyone had med/eng in the pistol slots. Some also carried a rek/cud in the bags. And then had HA and a deci

Great. Now you can:

Heal
Revive
Repair
Hack terminals
Call down OSes
Scan for enemies
EMP
Shoot infantry
Shoot MAXs

And still enough room left over for extra ammo, medkits, and maybe an extra tube of glue or some grenades.

That is NOT customization.
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Old 2011-08-13, 04:36 AM   [Ignore Me] #48
exLupo
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Re: NO to the following in PS2.


Originally Posted by p0intman View Post
i can basically promise you a lot of people will not play if this level of customisation isn't available. and its a stupid idea anyway.
PS1, through cert unification and cert point proliferation, evolved to have few actual roles.
PS2, through gear locking, is being made to support role diversity.

See: dev quote in my sig.

PS2 won't be played by people who want one spec to rule them all. Instead, it will attract players who enjoy class delineated ability/gear packages. They're patterning it after BF (classes limited ability/gear choices) and EVE (ships were essentially classes and limited ability/gear choices). The market exists. If they choose to keep PS1 running then all of the people who like do-it-all builds will have a place to stay as well.
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There is no better cause to fight than the simple need that blood be spilled. Do not fight because you receive reward or praise. Fight because that other bastard exists solely to die beneath the heel of your boot.

And that was that.

Last edited by exLupo; 2011-08-13 at 04:39 AM.
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Old 2011-08-13, 08:34 AM   [Ignore Me] #49
Crator
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Re: NO to the following in PS2.


Originally Posted by p0intman View Post
i can basically promise you a lot of people will not play if this level of customisation isn't available. and its a stupid idea anyway.
Speak for yourself. I doubt that is true. PS1 wasn't like this in the beginning and for a long time after. Battle Ranks were limited then. You could only have so many cert points and were limited in the diversity you were given.
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Old 2011-08-13, 11:55 AM   [Ignore Me] #50
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Re: NO to the following in PS2.


Yes, you were limited to the diversity at the start due to limited br, my argument is based on planetside in its original state. Even if you spent all your points on being a one man army soldier, you couldn't fly or drive or hack anything. That is customization and specialisation. Some people could fly and drive everything, but didnt even have medium assault!!

However, My main concern is wow style levelling, its unnecessary.


P.s. On the issue of teamwork....There is a difference between wilful cooperation to achieve goals when needed, and being forced to hold hands with somone just to fight a small random skirmish.
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Old 2011-08-13, 12:13 PM   [Ignore Me] #51
Crator
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Re: NO to the following in PS2.


SOE has already stated that skill-based progression will mainly occur around an EVE-like skill based progression system. So don't worry about WoW style leveling.
Also, PS1 has been around since 2003. The population of the server have dwindled badly since that time. Don't expect PS2 to be like the current state of PS1 out the gate. It takes years to have something like that happen.
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Old 2011-08-15, 12:50 AM   [Ignore Me] #52
Graywolves
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Re: NO to the following in PS2.


Some people are better lonewolves than they are at being a part of the pack.

That being said, it doesn't mean the lone wolf should be able to go 25/0 k/d within a short period of time. But no one should be making it that one person can't take a few people on at once. For example, if I used the enemy position to my advantage (getting close so that hit eachother or so that they are easy for me to shoot down consecutivley) then that's just skill.

Teamwork is going to be obviously be important when hundreds of people are fighting eachother. But we shouldn't force it down the throats of people that want to solo.

I don't like the idea of classes much at all. I can see having loadouts and such but it's already balanced by how limited you are with what you can carry. Having classes gives alot of people tunnel vision and makes me feel look working entirely down that one role, then I want to try out another class and I have no progress so it's like starting where I started.

I always felt the certification system worked very well for me.

**Edit** Concidering all the new things and customizations they are providing. The Class system might end up just avoid alot of crazy exploitation. One of the things we may need to wait for beta and test the waters just a little bit before we make a good decision.

Last edited by Graywolves; 2011-08-15 at 01:02 AM.
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