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2013-06-05, 06:34 AM | [Ignore Me] #5 | ||
Captain
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Besides extra loadout slots and titles, does battle rank really have a purpose in this game. I mean I still get one shotted by a BR1 with a sniper rifle and a shot to the head. But I mean really does BR have a purpose in this game, well besides bragging rights. I mean unlocking certain weapons maybe, or as sujested cammo, or a mask or somthing. But right now BR just unlocks slots and titles which I really havent changed since I got the one that said veteran.
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2013-06-05, 06:43 AM | [Ignore Me] #6 | ||
i don´t think so.
giving every vehicle to everybody and selling every gun to everybody totally rendered battleranks useless. the game would be much more interesting, if people could specialise but were limited by their battlerank. like it was in ps1. but that really cool concept was incompatible to a cash shop. people complained about the one man armies in late planetside 1, but ps2 sports one man armies right from the beginning. i would at least give br color patterns to the players, so there is something to be proud of and show your achievements, but that would decrease the interest in camo soe is selling for money, so this will not happen. br is just a number, nothing more these days. thanks to cash shop and e-sports, where all chars need to be equally strong.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-06-05, 07:19 AM | [Ignore Me] #8 | ||
they couldn´t release a game without a ranking system.
that´s all. it serves no other purpose right now. it´s just because all other fps have a rank, so ps2 needs to have a rank as well. all meaning it had in ps1 is stripped, but the number stayed.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-06-05, 01:49 PM | [Ignore Me] #10 | ||
First Sergeant
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We've talked about BR and how it might relate to customization before. Throwing out some ideas here.
What I would like to see is a specialized cert tree option. Where hitting certain multiples of BR, another level of cert tree beyond an existing tree would become available that allows for improved specialization. So at say 50, 75, 100 the player can further improve or specialize an aspect of their avatar with more powerful abilities available at higher levels only. To keep the OPness of it in check and maintain diversity of spec ops personnel, the player can only open up 1 spec tree for 1 class at each multiple of 25 and the trees are only available when the base class ability has been maxed out. These spec cert trees could be a variety of things but mostly improve functionality of existing class ability or offer a "different means" of using it. If taking the "different means" option of one function, they can only have the basic ability or the new ability loaded out, not both, to help maintain balance. Possible different uses of core class abilities: Infiltrator 1. Share cloak with squad mates within a radius. With the number of squad mates that can be included and the duration improved with each cert level. The duration will not be as long as the standard cloak and the regeneration of said cloak takes longer than the standard reg. 2. Recon gun , changed to TAG. This could be handled in a couple ways, but painting a target would have it lit up like a xmas tree on your allies' HUD, so that friendlies can spot the target from further out and perhaps instead of having immediate lock on of the target allies instead have the lock-on time reduced. Close/Medium range only, and perhaps minimizing its effects to squad only. XP awarded would be similar to kill assist xp. 3. Vehicle related - thought sharing cloaking with a vehicle the infiltrator may be a passenger in aka Wraith for a short period of time may be too much. Dunno, maybe if we restrict it to the infiltrator being strictly a passenger, no turret or piloting while providing the cloak. Would that work? Of course they need to fix the seat switching and either remove that ability to switch seats or put a timer on it. If they put a timer on it, the cloak immediately stops as soon as the infiltrator leaves the vehicle or initiates the switch seat action. Larger vehicles like the sundy and the galaxy would require higher cert level to allow for it, while overall duration of the cloak shortens as the vehicle gets larger. Sundy's would not be able to deploy and Galaxies would not be able to hot drop while cloaked with the usual restriction of not being able to fire weapons while cloaked. Once the cloak is used, there is a timer for reuse regardless of how much charge you have to avoid the cloak/shoot/cloak we see with the Wraith. Cert 1 Flash Cert 2 Harrasser Cert 3 Duration, reg time improved - Open slot for a new vehicle introduced Cert 4 Sundy Cert 5 Gal The other option instead of an outright cloak, if some think it will still be too much, even with the restrictions, is to have displacement. The vehicle is cloaked, but a displaced image(s) of the vehicle is created to improve the chance that enemy fire, lock on or otherwise miss. 4. Activated ability similar to wraith or provide they are in with a limited form of stealth to increase the lock-on time from launchers and keep the vehicle off an enemy’s radar. Light Assault 1. Higher BR allows the ability to run with adrenaline and another option from same group. 2. Grapple line – instead of a jet pack, the LA is issued a rocket powered grapple pack that can be used by squad mates and him only. It’s fired as a rocket launcher, with each member being able to use it once and it has duration. Further certs into this improve the range and possibly duration, usage. 3. Variation of the grapple line that instead pulls the LA to the target destination. Think batman here. 4. Similar to a Turbo option for the jet pack. Accelerated burst that allows greater horizontal “leaps” with a minimal vertical apex. Think a diminished version of the launch pad. LA can die from impacts with obstructions in his path. Longer recharge time. Engineer 1. A vehicle triage of sorts. An engineer in a vehicle retunes his repair gun to provide repair regeneration for the vehicle he is in. Then engineer forgoes his direct repair tool ability for this option. They cannot stack with another engineer’s reg and the direct use of another engineer’s repair tool supersedes it, but perhaps has synergy with the vehicle nanite repair. While it is not the strength of a direct repair tool it is always in effect. 2. AE repair option equal to the Medics AoE heal. Engineer forgoes Mana Turret and the default ammo pack for the added repair ability. 3. Nanite wall construction. Instead of a mana turret, the engineer can opt for a small wall instead to provide cover for his allies. This area could open up other options if SOE wanted to go down that road. Think a larger version of the guard they have in place on AI Mana turret. They would a duration and HP. Certs into this could possibly improve dimensions, duration, strength or provide some cover from air. Teams of Engineers that worked together to build makeshift defenses out in the field or fill gaps that an installation may have. The walls would immediately disappear upon switching classes, disconnects, logging out etc. Like the beacons and mana turrets, there would be restrictions on where you could place them. 4. Improved cert options for mana turrets. Optics, guards, a slow-moving treaded turret? Improved swivel, angle. Ability for allies to use. Medic 1. An offensive cert tree, such as an aoe DOT instead of the aoe heal or another option would be any enemy killed within this radius would take longer to spawn, as the medic’s field scrambles the nanite signature of the corpse. Cert increase the AoE. 2. Chemical grenades that have a large aoe and any enemy caught in the field cannot receive the benefits of healing regardless of the source for a limited duration as the nanites are disrupted (confused). 3. Similar to the infiltrator in being able to invest in wraith, the medic can cert his vehicle (sundy) with a heal AoE effect, either identical to the repair option already out there or have it be activated like the wraith ability. 4. Nanite Disrupter Mana Turret/grenade – 1 shot with a guidance system equal to the AV turret that can stop an AMS sundy’s ability to spawn from afar. The shell infects the AMS Sundy with a nanite virus that either inhibits the ability to spawn completely or dramatically increases the time between spawn ins. HA 1. Forgo his personal shield for a squad version of it that enables him to share it with squad mates as long as they remain within range. It still benefits him, but the shield is a diminished version of it, with its timer affected by the number of squad mates he is sharing it with. 2. The option I mentioned before in a previous post has already been done now with the NC max. 3. Much like the squad version, an HA pilot/gunner could forgo the personal shield option for a version that he could transfer to the vehicle he is in. It would be a diminished version of the Vanguard shield. The restriction/limitations mentioned previously for the infiltrator could be put in place where the HA has to be a passenger only. 4. Ability to cert into his launchers for improved lock-on, optics, rocket capacity, velocity depending on the style of the launcher. Max 1. Improved Optics/NV, whether it be attached to a specific weapon or a targeting system built into the exo-suit itself. 2. Scout radar option 3. Improved armor at the cost of speed/mobility IE for the composite armor/ogre cosmetic add-ons purchased to give actual armor benefits at the cost of mobility and speed for all classes. Like I stated, just brainstorming some ideas. Perhaps all/some/none would work. |
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