Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Public spammer uniform?
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2013-06-16, 11:19 PM | [Ignore Me] #46 | ||||
Corporal
|
The maximum "bonus" whe can have, even if you are 1 for 9 is 50%. Thats pointless. I proposed somewhere to increase that bonus, comparing to % population of the most logued faction. So when they are 50% and you are only 25%, you have to receave +100% in bonus (seems normal they are twice more than you). When they are 90% and you are 10% you will receave +900% of resources. Even with that you will lose quite fast but it will help you to do something. And seems more balanced than what we have today. |
||||
|
2013-06-17, 12:58 PM | [Ignore Me] #49 | ||
Staff Sergeant
|
Well, I had an idea about a way to resource counter the 4th faction.
What if, when a faction population reaches a ludicrous pop ratio they have an "upkeep" penalty that starts a resource decay. For instance, A pop is 25%nc 25%Vanu 50%tr The TR would then start losing resources, but would still have the extra man power. Last edited by ShadoViper; 2013-06-17 at 12:59 PM. |
||
|
2013-06-17, 02:04 PM | [Ignore Me] #51 | |||
Corporal
|
We are OK to have less resource if the population balance was not always unbalanced. When you have to fight 1 vs. 9 I don't think +50% ressources will help even 1s. |
|||
|
2013-06-17, 03:53 PM | [Ignore Me] #53 | |||
Major
|
If my memory is right it's about 20 slugs to kill a MAX point blank without headshots, and 2 point blank for infantry (including headshots). Lower damage than Mattocks seeing how they take 15 112*6 shells to kill a MAX. |
|||
|
2013-06-17, 08:36 PM | [Ignore Me] #55 | |||
Major
|
Yeah, I don't know why SOE would even consider this terribly static no-deploy zone mechanic with so many downsides: - It has no counter whatsoever. - It limits the gameplay. - It's been voted down so hard by the players in the Roadmap. - It will make fights a lot more predictable. What's great about PS2 is that it's so open. If players want to rush a base with infiltrators, they can do it. Maxes? Hell yeah. Airdrops? sure. Tank spamming? Harasser spamming? Combined arms? sure. Sniping? Plain sabotage and feints? That's doable too. Rushing vehicles through shields suicidally? I'm seen it many times. Yes, what makes PS2 great is it's anything goes. Here you just limit what can be done within a base. And it's arbitrarily slapped-on. It's the equivalent of drilling a hole in chessboard square and saying: 'you can't put a Queen in this spot, you have to go around. And this is gameplay improvement'. That's what the other pieces are for: counters. Instead, give us more counters if they really think rushing a Sundy into a capture point is OP, then give us more options to fight it back. - Sunderer Spawn Jammer - Deployable spawn jammer: costs 200 resource points, active for 10 minutes and has a good enough radius. Easily destroyed - No deploy zone that has a generator that can be taken. But do not give us something this limiting, uncounterable and arguably does not improve gameplay at all because the negatives outweigh the positives by so much. On top of this, fights will be alot more easier to read. Another great thing about PS2 is the enemy will keep you guessing what they will do. You have to guess where the Sundy is going. How many Sundies they got. Now, you'll automatically know where they can plop it down and easily the direction. But the worst part of of all that is the lack of counter. If anyone notices the obvious, gameplay mechanics in PS2 has counters: Hack a turret > Blow it up > repair Hack a turret > Rehack Hack a terminal > Blow it up > repair Hack a terminal > Rehack Drop a tank mine > Blow it up Drop a proximity mine > blow it up Fixed turrets > Easy to hit / hard to repair Deployable turrets > Easy to hit Sabotage a shield generator > Stabilize Blow up a shield generator > Repair Sabotaged SCU > Stabilize Destroyed SCU > Repair Lowered SCU shield > Recapture point Stack a room > C4 + different grenades. Max Abilities > has built-in downsides. Stealthed > Cant' shoot/Proximity mines I could go on and on with so many counters. Now they are adding an arbitrarily slapped-on and static Sundy No-Deploy zone that has no counter, and gameplay limiting as well. So all the experience of enemies rushing in Sunderers inside a base will be gone. - overextended a defense. Ninja sundy rush on the flank with support will be gone. - Rushing Sundy as a high risk gamble of getting it in to a thick of huge fight will be gone. These types of unpredictable and exciting gameplay experiences will be irrevocably removed from PS2 warfare. |
|||
|
2013-06-17, 10:48 PM | [Ignore Me] #56 | ||
OMFG ABOUT TIME WITH THE UNDERBARREL ATTACHMENTS!!!!
Pity i can't stand using that gun any more
__________________
”You can have hundreds of players fighting against hundreds of players fighting against hundreds of players in these massive cluster-fuck battles” Matt Higby on the scope of Planetside 2 Last edited by Brusi; 2013-06-17 at 10:49 PM. |
|||
|
2013-06-18, 10:25 PM | [Ignore Me] #57 | ||
Major
|
Previous PSU thread in discussion on Sunderer No-Deploy Zones back in February:
http://www.planetside-universe.com/s...ad.php?t=53073 This idea has also been overwhelmingly voted down and argued against in the official forum's Roadmap. Why is something so bad being pervasively resurrected by the Devs? |
||
|
2013-06-19, 12:34 AM | [Ignore Me] #59 | ||
First Lieutenant
|
Yup. IRNV is dead. That sucks because on my shitty PC I use it because for some damned reason I get better ADS frames with IRNV. Also, it wouldn't be a big deal if they made the damned red dots smaller. I hate how the TR red dot covers up the enemy's entire torso at like 15m.
|
||
|
|
Bookmarks |
|
|