Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Welcome to the end of the internet
Forums | Chat | News | Contact Us | Register | PSU Social |
2011-02-16, 07:53 PM | [Ignore Me] #151 | |||
Lieutenant General
|
|
|||
|
2011-02-16, 11:44 PM | [Ignore Me] #152 | ||
Contributor Major
|
* Experience rewards for defending bases. Even at release, when critical mass wasn't a problem, getting people interested in helping to defend a base was like pulling teeth. Musical bases isn't fun. Knock-down, drag-out fights over a base are. Note: This doesn't extend solely to bases that are actively under attack. Give me a reason to walk the walls on a base that's still quiet, but might not be for long. The idea I always used to suggest was: double xp for kills in a friendly SOI, and some intermittently awarded xp for being present in the SOI of a base that is currently hackable, but unhacked. The second part needs a little more attention to prevent AFKing, but something along those lines.
* I was never a fan of the LLU, wouldn't mind seeing it ditched for just hack and defend. * Toning down the roadkill-ability of vehicles. Drivers should be driving and providing a platform for their gunner, not preoccupied with aiming for pedestrians. This was doubly bad on Vanu vehicles, obviously. * Bigger emphasis and utility in large transports. Too often, since everybody has a driver cert for a mosquito or whatnot, nobody would bother filling up a bus or a galaxy, because why wait for it to fill up? * A flight model that is less permissive of hover and circle strafe. They were a crutch for reaver pilots. Make reavers perform strafing *runs* which force them into predictable flight patterns and exposing themselves to a wide area. * AV MAXes which are a bit more effective. Frequently, it felt like the AV MAXes were better suited to firing on infantry than vehicles. * Restore some of the versatility of Special Weapons. At release, this was a versatile, yet balanced cert. The weapons and ammo were bulky (or disposable!), but effective against appropriately chosen targets, and mostly in close quarters. Devastators against MAXes were excellent if you could sneak up on one unawares or were quick on your toes rounding a corner, rocklets did actual damage and had a nasty alternate fire, and grenades had adequate splash to be effective anti-personnel. All of these were hit pretty hard, to the point where it just became an obsolete cert holding a bunch of fun, but completely eclipsed, weapons. * Keep the cone of fire. It was an excellent system that provided a balance of skill and a level playing field. It also was a good mechanism to incentivize certain behaviors that contributed positively to the feel of Planetside (discouraging bunny-hopping, keeping running and gunning in check, and full auto lead trigger fingers with standard rifles), and slowed the pace of combat down just enough to feel like there was time to communicate with your team and coordinate. I thought the way the UI communicated the COF was intuitive, and the way shots still clustered *near* the center of the cone, with a few outliers towards the edges, had the most satisfying feel to it of any game I've played since. Remember, some capping of skill is beneficial in a massive environment; you don't want the newbie to feel useless and completely outclassed if he's working with others, but it leaves room to grow into the game and improve. * Vehicles are fun, but infantry reigns supreme. Mass infantry is what conveys, for me, the massive scale of combat. I'd rather have 10 tanks to support a convoy of half a dozen large troop transports which disgorge their sixty infantry troops upon arrival than 35-70 two- or one-man tanks swarming over a rise. Why? Because in the second scenario, you bring anti-tank or you have nothing to shoot at. In the first, basic rifles, anti-personnel specialty weapons, AND anti-vehicular arms all have a place in the battle. Also, seeing a bunch of guys pouring out of transports just has a cache and feel that replicates, say, a good war movie and delivers a unique experience. It also means that there are plenty of people to storm the base, rather than half a dozen guys getting out of their tanks while the rest mill about outside. * Integrated voice. The original game had it, but it didn't play very well with NAT and not everybody had the bandwidth to host for their squad. Newer systems and widespread broadband have overcome this, but now few games try to integrate voice, instead assuming guilds will have Ventrilo or Teamspeak servers. This is fine for outfits, but FPS games benefit from offering strong coordination/communication options to pick-up teammates. Last edited by kaffis; 2011-02-17 at 12:14 AM. |
||
|
2011-02-17, 10:40 PM | [Ignore Me] #156 | ||
Sergeant
|
People. The only thing i could think is the helmet is equipped with some sort of link with the gun to show where you are aiming without having it up to your eye..................but then there is the snipe rifle which defeats this rule.
Battlefield 2142 had sights and some of there guns arnt to far off while i understand its not the same just noting. |
||
|
2011-02-17, 10:48 PM | [Ignore Me] #157 | ||
The problem is that if you're holding the weapon down to the right, like it's shown, you don't shoot a bullet strait though the fixed reticule from the center of your vision. You should be shooting it at an angle from the front of the gun to the center of the screen, and it only intersects at some fixed distance in front of you.
Sure, programing can make the gun point directly to the center when you put it over something at some range...but that's not that interesting. I much prefer the idea that you have to take aim if you want to get off good shots. That's not so say you get rid of the reticule when you're running around, but it should be noteable that it's not pointing perfectly in line with your crosshairs.
__________________
All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
|||
|
2011-02-17, 10:52 PM | [Ignore Me] #158 | |||
Lieutenant General
|
|
|||
|
2011-02-18, 01:00 AM | [Ignore Me] #161 | ||
I guess I've just never thought Planetside's mediocre combat mechanics was its strong point.
The persistent world, combat scale and player organizations are what set it apart when it was released...and even now.
__________________
All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
|||
|
2011-02-18, 01:01 AM | [Ignore Me] #162 | |||
Lieutenant General
|
Now COD... that is mediocre combat. |
|||
|
2011-02-18, 01:08 AM | [Ignore Me] #163 | ||
Contributor Major
|
When somebody brings up iron sights (or even a scoped reticle, or whatever) in PS, my first impulse is to ask "so, would that bypass the COF, then? If not, it seems pretty silly. And if so, well, then, no thanks. I think the COF is a good system."
|
||
|
2011-02-18, 05:30 AM | [Ignore Me] #164 | ||
Sergeant Major
|
Yeah I play these games for 1-4 weeks and get bored with it. RUSH RUSH RUSH PEW PEW PEW DEAD RESPAWN RUSH RUSH PEW PEW PEW LOLPEWPEW OMGLOLPEWPEW. You pretty much die in under 1 second or kill in under 1 second in those games.
|
||
|
2011-02-18, 05:36 AM | [Ignore Me] #165 | ||
First Lieutenant
|
Oh god no iron sights.
I hate iron sights sure its fine in games that try to be realistic but in my opinion it slows down the pace of the game and that is something that at least I don't want to see happen in Planetside. In my opinion iron sights are all about realism and I don't play Planetside because it is realistic. |
||
|
|
Bookmarks |
|
|