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View Poll Results: Which do you prefer?(see post for more description) | |||
Current PS2 | 31 | 22.30% | |
PS1 | 65 | 46.76% | |
BFRish | 11 | 7.91% | |
Option D: | 23 | 16.55% | |
Other: | 9 | 6.47% | |
Voters: 139. You may not vote on this poll |
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2011-12-17, 09:14 AM | [Ignore Me] #152 | |||
Major
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Well it doesn't seem to be in the UK gaming article which isn't in the media archive that also included our first look at the prowler.:
But I'm not the only one who remembers it according to google. BUT APPARENTLY I'M WRONG! https://twitter.com/#!/brewkops/stat...65679658397696 WOOT! Still a 3-man!
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By hook or by crook, we will. |
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2011-12-17, 12:24 PM | [Ignore Me] #156 | |||
Staff Sergeant
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I really wanna see/hear more about the lib as I'm still not sure if I'm gonna fly it in PS2. I want to, because it was my second skin in PS1. |
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2011-12-17, 06:28 PM | [Ignore Me] #157 | |||
Lieutenant General
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And not defining vehicle roles and niches properly will lead to confusion, disregard and improper use, not to mention generalised playstyles. Defining the function of a unit is very important as is making it recognizable for others. It makes all the difference to how you can handle or approach such a unit. If everything looks the same from a distance, it is going to be very annoying and very boring over time because these situations cannot vary a lot. Even with some tweaked stats, they will still handle and be handled approximately the same, where as if you have more platforms you have room for alternative combinations of vehicles to create more strategies and combine different advantages and disadvantages. Some overlap is fine, but I'd rather they are distinct vehicles, that can be tweaked than jacks of all trades platforms which you you customize for the situation each fight at the touch of a button. Handy for the user, but IMO that will become rather annoying gameplay wise as someone you just had the advantage over as a paper (AV vs air) platform, suddenly has changed at a vehicle term to a scissors platform (AA vs air) during your second pass. How easy it will be to switch remains to be seen of course, but such situations will probably occur a lot around base fights. Still, there can already be huge differences between just light, medium and heavy tanks and they can differ even greater depending on the armour plating thickness and angles you provide them, their turret, viewing systems etc. Two unit platforms to cover ALL OF THESE roles on top of roles that are not traditional tanking roles is very little. If you only use one basic platform, your options are becoming very limited, regardless on whether you can get a small armour buff or change the colour of the headlights. I presume they will be using multiple hitboxes on the new vehicles to dedicate weakspots, which will mean you'll be aiming at the same weakspots over and over even against tanks of different roles. That's a bit boring as it is predictable, not? Compare with World of Tanks where every tank has completely different hitboxes, engine locations, plating setup, periscopes or not, big or small turrets, heavily reinforced or light turrets and hulls, big weight and low weight to engine ratios, etc. Those units each behave in their own unique way and each is modified with modules making each behave different with different loadouts. Basically we will only get a couple of those whereas there you got dozens of tanks that each play differently and play even more differently when you load different modules. Each unit has different weakspots you can make use of and here they'll be pretty much the same every time (if there is such a thing as vehicle hitboxes at all). In PS you don't need as many platforms as in WoT, but I find it annoying that a one crew vehicle like the Lightning already removed the Skyguard niche and a dual crew vehicle at that. Last edited by Figment; 2011-12-17 at 06:49 PM. |
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2011-12-17, 07:10 PM | [Ignore Me] #158 | ||
Brigadier General
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Does World of Tanks have light and heavy infantry? Max units? Fighter jets? Air transports? Air gunships?
Sure they have a wide variety of tanks, but the name of the damn game is "World of Tanks", so of course they do. Fact is, Planetside 2 will have a good variety of units at launch and will likely add more units over time. Then when you factor in the level of customization not only in loadouts but visually, well hell the game is going to have waayyy more variety than the original. You seem to be stuck on this idea that we are only going to see 1 or 2 "default" units in the game, but that just sounds really unlikely to me. |
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2011-12-17, 07:21 PM | [Ignore Me] #159 | ||
Lieutenant General
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Why would they add more units? They covered everything already with variants of two. The variety of units at launch will be far less than in PS1 because they started mixing roles into jack of all trades vehicles and that made the need to add more later a redundancy thing.
Ask yourself why the Skyguard existed: because NO GROUND VEHICLE had an AA role. Now we already have two. Why did the Harasser exist? AI. Was it used? No. Why not? Other units were better at AI. So why add an AI buggy now? Last edited by Figment; 2011-12-17 at 07:26 PM. |
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2011-12-17, 08:09 PM | [Ignore Me] #161 | ||
Lieutenant General
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You have this weird tendency to not really understand an argument, don't you? Where did I say none? I said I don't see a lot of niches that haven't been covered multiple times already including all variations there of through customization of basic specs (speed/armour/firepower), thus there is not a lot of room for more, is there? As such I said I see little reason to add more. No way does that equal none at all.
Last edited by Figment; 2011-12-17 at 08:13 PM. |
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2011-12-18, 05:51 AM | [Ignore Me] #164 | |||
Lieutenant General
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My word the two of you are really starting to look foolish now. :/
For the record, here are some vehicle designs they might have actually based some of these ideas of since I posted them (for PS1) on PS Idealabs. Note how I made these such that they do not have the exact same roles or benefits as other vehicles and require gunners to use to compensate for their power. My implementation is obviously different from these devs as I leave plenty of room for other niche vehicles, be they lighter or heavier, by giving them specific weaknesses you can't remove by changing the setup of the tank. Of course these are designed within the PS1 context. Taken from this thread: http://comms.planetsidesyndicate.com...ead.php?t=4290
Last edited by Figment; 2011-12-18 at 05:53 AM. |
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