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2012-07-10, 02:54 AM | [Ignore Me] #151 | ||
Sergeant Major
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They are amazing, but I was thinking the infantry combat is already a little slow. How many hits does it take to kill with Higby's massive bolt-action sniper rifle? I'm pretty sure he got 2 shots in, so 3 minimum with a bolt driver?
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2012-07-10, 03:15 AM | [Ignore Me] #154 | ||
Major
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On a graphical stand point ive notice some guns animation that look stiff i mean while running the guns go really qick in (( run mode )) and then moove quickly and stiffly on left and rigth
To fix those animation they must do it slower like the guns go down more slowly than it will moove and also reducing a bit the (( balancing moovement )) is a must because it make it look a way to stiff Also the snipers scope have a huge problem it take a way to much space on the screen while not aiming and its even worst while running ! hope those will get fix I also saw a problem with the freedom of moovement for NON jetpacking class will be to limited as it is rigth now I think they must work out a BF3 like solution where you can climp on rocks and jumb over little object whith a fluid animation like BF3 or making the jumping animation work better to pass trough object and rocks ! the game look awesome but the stream was kinda laggy i also think the tanks seams pretty tough i cant wait to see what will happen when 100 of those will ran over others .... lets see |
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2012-07-10, 08:57 AM | [Ignore Me] #157 | ||
Major
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Did anyone notice the tracers when Higby was trapped in the rocks stayed around mid air for a really long time? I think those are the VS energy sniper rifles. The TR that gets him was shooting from the rocks behind him close by but those tracers pointed to one of the pipes really far out.
Also, Scythes are LOUD.
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By hook or by crook, we will. Last edited by Captain1nsaneo; 2012-07-10 at 09:09 AM. |
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2012-07-10, 09:06 AM | [Ignore Me] #158 | ||
First Sergeant
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Was great overall!
Likes that stood out specifically: Tanks sounds, and graphics. Graphics overall are extremely good, good immersion there, while retaining the characteristic charm that made PS1 great! Medics rifle, seems useful even at range, nicely balanced I thought. Much of what I saw seemed well thought out weapon wise. Trees, and the alternate approaches to bases, the cover seemed very good for the ground, and hard for the air in parts, in others it was more open. This kind of balanced landscape was well done, and I hope reflected across the gameworlds, some terrain favouring one attack types, other terrain favouring other games types. Dislikes: Bases look great, but seem very difficult to defend. - Maybe this will be easier with more players, as they look extremely open. If not i'll not be defending much, just attacking, not much point defending if you can't defend. People complaining about too many players being on a server, really need to consider that fact. It really looks to make a snipers dream come true at present, I forsee ALOT of sniper spam in the open layouts. Being able to jump out the vehicle instantly with AV, seems a bit op'd, at least make the need to equip it. - For those who don't understand it, this will make 2 lightnings more preferable to 1 heavy tank. If one is going out of the fight, run away, jump out in cover and you've still got two people shooting at the heavy tank. This will also mean pilots are shooting each other out of the sky when bailing, a bit meh. Facility capture spam on the hud needs a size and transparency option in the UI, at present its way too big and frequent, getting in the way of the action. Last edited by Karrade; 2012-07-10 at 09:07 AM. |
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2012-07-10, 09:36 AM | [Ignore Me] #159 | |||
Staff Sergeant
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In BF if you get out of your vehicle the enemy can steal it thus denying your team a vehicle until you can kill the one you lost. In BF people who leave their vehicles empty to fire hand-held weapons are screwing it up for the team. Here a driver can fire his main weapon, get out and fire his rocket launcher, then jump back into his tank and fire his main weapon again. No risk of the enemy capturing his vehicle while he is doing this dance. It needs to be changed. Some sort of delay or animation needs to be put in to prevent this nonsense. Other alternatives are that HA can be prevented from entering any non-transport vehicle, or they can allow vehicles to be captured by the enemy. |
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2012-07-10, 09:38 AM | [Ignore Me] #160 | ||
Sergeant
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Not sure if anyone else picked this up. at 31:50 or so Higby started using a grenade launcher. It had two shots to be used. However when he spawned as a combat medic I believe he had 3 grenades on his person.
Can anyone tell if the hand grenades are being used for the rifle or if the rifle comes with its own nade ammo? Had this discussion with another person a month or so ago. Thinking that the grenade launcher may be considered like rifle rounds and not cost resources. Edit: Hiby is selecting his loadout at 30:50 grenade launcher at use at 31:50 Last edited by mirwalk; 2012-07-10 at 09:44 AM. |
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2012-07-10, 09:43 AM | [Ignore Me] #162 | ||
Lieutenant Colonel
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Things I like:
*Its pretty. *TTK looks ok. Things I don't like: *Higby uses cheesy tactics, hops out of a tank right before the killing shot, and unleashes AV for the win. Please put in Enter/Exit animations and leave the cheese for BF. *Drop pods ( not just higby ) all over a base, no SOI blocking the deployment of them. Weakens any form of assault or defense front. At 28:12 Higby drop pods RIGHT ON TO A CAPTURE POINT ROOF, walks in uncontested, and caps the points. Code:
http://youtu.be/017I9ghLsYA?hd=1&t=28m12s *Bases are not designed to be defended, apparently. They look like death match/arena areas. *Lack of working doors. *Watch here, to see drop pods fall like rain right onto a base, to the point where one slides off the center spire. Code:
http://youtu.be/017I9ghLsYA?hd=1&t=25m34s Last edited by MrBloodworth; 2012-07-10 at 09:52 AM. |
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2012-07-10, 10:45 AM | [Ignore Me] #163 | ||
Lieutenant Colonel
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I just thought about it but basically, when it was said that squad spawning could not be done inside bases, it was meant that the drop pods could not drop into buildings. As the Higby stream showed, they still drop over the squadmate location if they are in a base building.
Is there a plan to make teammates disappear from the spawn points list if they are inside a building ? At least, it forces them to get out and risk being shot if they want reinforcements. The chat window is gorgeous btw ! However, it may be visible more than expected when all the surrounding players start spamming voice macros and local/CR chat. Still, it's a beautiful UI. Last edited by sylphaen; 2012-07-10 at 10:48 AM. |
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2012-07-10, 11:23 AM | [Ignore Me] #164 | |||
but we shall see what happens. iv seen vids of the enter/exit animations and i actually like it. more immersion and looks good also shouting mount up will make it more awesome lol [QUOTE=MrBloodworth;776898]Things I like: *Its pretty. *TTK looks ok. Things I don't like: *Drop pods ( not just higby ) all over a base, no SOI blocking the deployment of them. Weakens any form of assault or defense front. At 28:12 Higby drop pods RIGHT ON TO A CAPTURE POINT ROOF, walks in uncontested, and caps the points. Code:
http://youtu.be/017I9ghLsYA?hd=1&t=28m12s *Bases are not designed to be defended, apparently. They look like death match/arena areas. i can see lots of places to defend from, alot of the capture points are indoors. so doors you can defend from in side or out. boxes and other cover to hide behind, not to mention the gun emplacements you can put down. people have to realize we are only seeing a small part of the base from 1 perspective. i try to view the base from every angle. see how it can be defended and how it can be assaulted. spot all the little places. the walls looked good in this vid. good for defending on. cant wait to see more of the bases and maps
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