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PSU: What arsenic in the Terran water supply?
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2012-07-10, 05:28 PM | [Ignore Me] #138 | ||
First Lieutenant
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While, as DarkChiron mentioned, Biodomes are probably more confined, tiered spaces. Tech plants seem to have something of a large interior and a spacious roof top. It wouldn't strike me as surprising to find the bases are each designed to present a different feel in terms of combat.
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2012-07-10, 05:29 PM | [Ignore Me] #139 | ||
Staff Sergeant
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spawning on a squad member should be a rally point function, not a zerg function.
by that here is my example: well damn they have a max at this gate, we just got wiped out. the rest of you fall back. shall we change approach? okay. call it. player x, start heading to new rally point. let's all spawn on player x next. change up tactics and hit a different objective or from another angle. by zerg we mean: battlefield.... omg i died, stay alive another 3 seconds so i can respawn right back in the same spot and kill that guy that got me. this won't work in ps2 because there are so many players. death needs more of a penalty than a 3 second respawn that puts you back in the exact same location. it would be nothing but a clusterfuck respawn deathmatch (like bf3). |
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2012-07-10, 05:33 PM | [Ignore Me] #141 | |||
First Sergeant
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2012-07-10, 05:38 PM | [Ignore Me] #142 | ||
Private
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Instead of squad spawn cooldowns or all of that crap what about an area that extends the whole base that would stop squad spaawning from occuring inside the base so, to squad spwan the squad leader would have to go outside of the base or set down a galaxy to let fellow squadmates to spawn. This would also give the feeling of a front lines, not a cluster of people spawning everywhere.
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2012-07-10, 05:55 PM | [Ignore Me] #143 | |||
Staff Sergeant
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2012-07-10, 06:41 PM | [Ignore Me] #144 | ||
Master Sergeant
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this idea of being able to drop right on top of a base is a bad idea imo
they should bring back the SOI system and not let anyone "drop" within it - doing this will also help balance out the squad spawning which i think is way too OP already this is what i worry about also Last edited by fod; 2012-07-10 at 06:44 PM. |
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2012-07-10, 07:39 PM | [Ignore Me] #146 | |||
Colonel
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Last edited by Stardouser; 2012-07-10 at 07:45 PM. |
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2012-07-10, 07:52 PM | [Ignore Me] #147 | |||
Brigadier General
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Let's say that the average lifespan is closer to the average lifespan in an arena shooter. In average (not getting spawn camped) gameplay, maybe you tend to last about a minute. That's 4 spawns where you have to pick somewhere other than squad spawning as an option. Since they have already suggested that squad spawning is not intended to be the primary method of spawning, then I'd say the potential of 1 out of 5 spawns on average being able to be a squad spawn seems pretty fair. Galaxies can't be useless as spawn points, and reviving has to have value. 5 minutes seems like a pretty good compromise. Organized squads will hold off on squad spawning until all members have their squad spawn up, which will never take more than a few minutes anyways, especially if they are organized enough to all know not to abuse squad spawning with individual drops in the first place. Less organized squads will probably rarely use a mass spawning to rally together in the first place, so it's fine if they just scatter shot in every few minutes. But all of this is contingent on players being prevented from dropping right into the middle of an enemy facility. If players can just drop on top of any enemy facility like they currently can, then I think an hour timer would be appropriate. Squad spawning would then be only useful for two things: 1) Getting into battle when you first log in (akin to using the HART shuttle in the first Planetside). 2) The occasional (very rare) tactical insertion of a well organized group of players. Frankly I'd be happy with either longer timers and no SOI or 5 minute timers and a small SOI (or another equally balanced option), but if squad spawning has a 30 second timer than it will always be a viable option to spawn in with and there will be very little reason to make use of Galaxies or medic revives. So based on their own words, that squad spawning is not meant to be a primary spawn method, 30 second timers is just flat out not going to happen, and personally I think that is for the best. Last edited by Xyntech; 2012-07-10 at 07:55 PM. |
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2012-07-10, 08:07 PM | [Ignore Me] #148 | ||||
First Sergeant
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That's pretty pitiful.
I want to prevent number 1 from happening. It's far, FAR too easy. Last edited by Shade Millith; 2012-07-10 at 08:09 PM. |
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2012-07-10, 08:11 PM | [Ignore Me] #149 | ||||
Colonel
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I truly get the feeling that a lot of you don't have experience with playing squad spawning games if you think 30 seconds is not enough time for the squad leader to get killed. If this were PS1, you might be right; but it isn't, and I can tell that players are going to be enabled to play a LOT differently. Aggressive play to blitz and kill squad leaders is going to be possible where it wasn't in PS1. And you guys keep citing problems with drop pods, I've already said, drop pods are the problem, NOT squad spawning. None of these objections to squad spawning being more prominent are anything but unproven preconceptions until the game is tested properly. Bottom line: SOE, allow this to be fully tested and prove who is right. If you're right, you will be proven right in Beta. And if you're wrong, wouldn't you like to find that out in Beta before players are driven away? Last edited by Stardouser; 2012-07-10 at 08:14 PM. |
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2012-07-10, 08:13 PM | [Ignore Me] #150 | |||
Staff Sergeant
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edit: for reference: if you do not have a medic nearby, or if you tend to die alot... 5 minutes will force you to spawn somewhere other than your squad at about 50% of the time. by the time you die the 2nd time your 5 minutes should be up. if you die 3 times and that 5 minutes hasn't expired yet... you're doing it wrong. time to rethink your decisions. Last edited by infected; 2012-07-10 at 08:19 PM. |
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