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2012-06-17, 12:56 PM | [Ignore Me] #136 | ||
First Sergeant
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that you should give medic a nerf to his fire power since he is able to use assault rifles and if you do that the medic will have just the option to play as "support" while right now their intention is to give you a choice between a support medic or a fighter one
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2012-06-17, 01:05 PM | [Ignore Me] #137 | ||
Private
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you could still choose I think...
hefty smg for the dispenser carbine if you want AoE versions of the mobile support options assault rifle if you want targeted versions of the mobile support options balancing tradeoffs might get complicated though.... which is why I most like the idea of resupplying and significant healing/repairing next to a sunderer or galaxy. |
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2012-06-17, 02:15 PM | [Ignore Me] #138 | ||
First Sergeant
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As someone who's very excited about playing a Light Assault, I feel like ammo drop is out of place for LA's. The engineer being a support class, like the medic, would indeed be a better choice for ammo drop so they can support their allies in yet another way. Im curious to see what the LA's will be able to do in place of ammo drop, hopefully something good!
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2012-06-17, 02:22 PM | [Ignore Me] #139 | ||
Corporal
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Light assault feels more like a special forces type of role, harrasing, quick response, that kind of thing. I think some of what they do crosses with infiltrators, so if they replace the ammo drop i think the ability to use some form of devices would be good - perhaps timed or triggered explosives (either ones for damaging vehicles or ones for damaging infantry, but not both). Or shorter cooldowns on handgrenades, something like this. Light assault and heavy assault should be focused on assault, not crossed over with support functions, in my opinion.
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2012-06-17, 02:34 PM | [Ignore Me] #140 | |||
Sergeant
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My biggest concern is that it will encourage lonewolf players to find and abuse terrain exploits. Making some sort of trade off for ammo supply on LA would easily fix the issue. |
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2012-06-17, 02:42 PM | [Ignore Me] #143 | ||
Captain
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I'd like to see a return of the T2 portable inventory stations (you can't switch your class or get additional inventory stations, but you can re-arm/change class loadout). If the MAST is this then it'll be awesome.
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2012-06-17, 02:57 PM | [Ignore Me] #144 | ||
First Sergeant
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Back when I was playing Star Wars: Battlefront (the first one), on public servers, and 80-90% of the players on public servers were playing the rocket launcher troops or emp-rocket jetpack troopers (depending on availability due to factions), and I pretty much never saw any team coordination at all, I usually played a pilot class instead for the ammo/health pack ability and especially when they had a handheld mortar launcher weapon.
That game provides an example of how is possible to make a class that is extremely powerful for a single player operating on his own, provided that player is sufficiently skilled, which is something we probably don't want to happen in PlanetSide 2 (but how was player skill important in PS1?). In SW:BF, it came down to several factors:
Of course it did make it a very skill based game, in that only very skilled people were able to beat the rocket-launcher-and-mine hordes or consistently win rocket launcher duels. I had fun playing SW:BF, but I would not want to see everyone running around with OHK weapons in PS2 with the expectation that everyone has to dodge them to survive. (I don't think anyone should be able to self-refill ammo. It seems everyone but MAXes self-heal automatically already, though. Use fixed ammo depots, galaxies, etc, or something.) Last edited by Trafalgar; 2012-06-17 at 03:09 PM. |
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2012-06-17, 04:00 PM | [Ignore Me] #145 | |||
First Sergeant
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But i wouldnt be apposed to engineers having ammo either. Deploying turrets and mines limits them to being very defense heavy since once those are used they can no be picked back up (possibly mines can, but mines are never very offensive of an asset). So giving them ammo packs may allow them to branch into more offensive roles because everything else makes them a defensive support. Though they made need a trade off in terms of they dont get mines as an example. |
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