Re: TR Max lockdown - Not again!
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So after sitting here reading all the comments, I've come up with several conclusions and several points, none of which can be considered revolutionary by any means, but i'd still like to voice my opinion on the subject. I will try to explain my points in a top down fashion with a general overview of my philosophies concerning war and the functions of the maxes before finally focusing on the lockdown ability in regards to planetside 2.
The first point is that for the nature of this topic we really should neither be fighting over which would be superior in max on max combat with the except of the anti-vehicular variety as these are otherwise not the functions of the other maxes nor should we dwell excessively on the detail or the number crunching of each loadout as we cant expect to have exact replicas of these maxes in planetside 2. What would be considerably more important is whether or not they are effective in their current role and how they could be improved upon, changed, or reiterated in PS2.
Each max and respective varieties have a job or function they are expected to perform. Some are inately better than others in specific situations due to their specific functionality as several have stated. For example, a scatmax is, in my mind, far superior to a DC or VS AI max in regards to bum rushing a base even without its shield, and yet, even though a VS AI max can to a lesser extent fill the same role, it really shines in regard to bypassing obstacles to complete a specific objective. Likewise, the DC shines at being able to hold key points from a larger distance while still retaining the ability to mediocrely bum rush a base. Although each of these maxes are capable of taking out infantry and bum rushing a base as a baseline, their abilities and armaments make them shine in specific situations. As their specific functions are considerably different, their ability to kill or TTK ratios are an unfair accessment of their actual worthiness unless one is a K/D whore.
In regards to Anti-aircraft, experience has taught me that a burster bunkered down has the best chance of destroying enemy air craft and that a tree born AA VS max can do a great job in that department as well. Though one of them in my mind is substantially better at destroying aircraft, without their special abilities, each of these maxes are still able perform their baseline role which is to be able to deter aircraft away which is in my mind their primary purpose, killing is just an added bonus. My personal regards to war is that it is better to maim or incapacitate an enemy in the heat of battle rather than to destroy them. In regards to FPS, unless I am certain I can kill my target or my side is making considerable headway, it is more effective imo to pin down a target and exhaust their resources and the time it takes them to resupply than to waste my resources to guarrentee they respawn at full capacity. This is more so true for planetside than other fps games because planetside is not won solely on kill count nor specifically bound to a time limit so, to me, bunkering down is not an absolute necessity for a burster to be successful; neither is a Sparrow's shield for that matter, especially if the sparrow never gets hit, so to me the overall feeling is that they are balanced per their actual role.
Aside from the fore mentioned philosophies on fps combat which adds a weight of bias to my arguement and my philosophy on max worthiness, I feel that the lockdown function would be a great if not better ability in Planetside 2 than it is now, and I have several reasons that I feel supports my claim. For starters, unlike in Planetside 1, not everyone and their brother is going to be equipt with deci's and AV to ravage a bunkered down max or be equipt with medical equipment to shrug off the damage a max may do as the class system for Planetside 2 from what we've been told prohibits this. Second, and this is purely based off of speculation, but despite the fact that PS2 maybe more lethal than our current game, the maxes being an unlockable item wouldn't make it unreasonable to suspect that the max suits will be much more proportionally tougher in comparison than a normal foot soldier than what we are use to, not to mention the lethality also counts against the foot soldier as readily as it does the max; especially since as I mentioned before that not everyone will be equipt with med guns and decis. Lastly though, and most importantly, it has been noted extensively that there will be substantially more cover available in PS2 which may increase the effectiveness of bunkering via protection or further nullifiy the disadvantage of being stationary.
I realize that this topic fell on the wayside a few months ago and that my message may be too long to read for the average reader, but i still feel that this topic is essentially relevent considering that PS2 is along the way, and worth delving further into as long as we likewise keep the topic relevent to developement of PS2 instead of arguing over the current mechanics found in PS1.
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