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2012-03-14, 02:48 PM | [Ignore Me] #16 | ||
Captain
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Balance exactly - where is the fun-factor in playing as a gal pilot if you know that someone can magic your vehicle away and there's NOTHING you can do about it?
I'm not saying it should be easy to keep a galaxy up and spawning, but it should be possible if you can keep it defended. In BF2142/BF2 when artillery/orbital was coming down in your area, you had an audible warning a few seconds before which meant - find cover or gtf out of there. People did, and if you made it - great, if you didn't, unlucky. If OS comes with such a warning, it might be possible for infantry and fast vehicles to escape, but still, one would assume a galaxy would not have time to undeploy, take off, and begone by the time the strike happened - being that they're huge and slow. Back on the original topic - perhaps not cost 'earnable' resources to spawn as Foresaken One has a point - it would nerf support classes who'd be spending their earnings to allow you to spawn. But more in the way of, it has a pool of nanites which needs to be refreshed by visiting a friendly facility with it or having them brought to it by other means. Or alternatively - it could be earnable resources which would be part of the cost of equipping the mobile spawn point onto the galaxy (assuming its a module) but you get paid every time someone uses them to spawn, so you're rewarded with 90% of your resources back if you keep the gal alive long enough to exhaust its supply of nanites (at which point you can go and refresh/rebuy the module). |
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2012-03-14, 02:56 PM | [Ignore Me] #17 | |||
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2012-03-14, 03:25 PM | [Ignore Me] #18 | |||
Sergeant
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This is the part that is extremely short sighted on the dev teams about using the gal instead of the AMS as a spawn point. It will not matter in the long run Aircav will wreck the thing almost as soon as it lands (and obviously before hand). Theres a reason gals became extremely rare to see in PS, and its not because everyone certed other means of transportation. Its because they're flying XP, and that is about all they're good for. You have a 90% better chance of your squad making it to a drop zone if they all cert skeet with drop skills then one person and gal. |
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2012-03-14, 04:17 PM | [Ignore Me] #19 | ||
Lieutenant Colonel
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I'm not sure why we are talking OS's. The Gal will be long gone before then.
Like I said, giant barn with dudes pouring out. Right over there ------> The thing could have 20 guns on it, have you SEEN the new aircav? Perhaps that why we need all the new spawning systems that do not rely on someone to have placed them ( Less Teamwork ). IE: Spawn on squad. They know it will be the #1 target on the field, and won't last long. |
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2012-03-14, 04:28 PM | [Ignore Me] #20 | |||
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2012-03-14, 04:33 PM | [Ignore Me] #21 | |||
Colonel
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Or are you still thinking that a Gal will be able to fly in the sky while spawning friendlies?
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2012-03-14, 05:33 PM | [Ignore Me] #22 | |||
Sergeant
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This will be THE fastest thing altered in beta from a playstyle point of view is my guess, because 1 in 10 of these things will make it to its destination to last a grand total of 2-3mins. The amount of crying by gal pilots is going to be massive because of survivability both in air and on ground. At some point the gal pilots will simply give up spawning the things. Nap of the Earth with a galaxy Come on EP, you need to quit drinking kool-aid. |
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2012-03-14, 05:38 PM | [Ignore Me] #23 | ||
Sergeant
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I think you need to re-read his post. Hes saying the gal will be dead long before an OS would even be necessary to waste on it. The thing is the size of a PS1 tower. Everything not inside of a base will be firing at it simply because of its size.
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2012-03-14, 05:43 PM | [Ignore Me] #24 | |||
Yes that is what he is suggesting, there is absolutely no need for rude what-the-hells and seriously-suggestings. Have a civil discussion, people are allowed to disagree with you. He was polite, be polite back. Last edited by Skitrel; 2012-03-14 at 05:44 PM. |
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2012-03-14, 05:50 PM | [Ignore Me] #25 | ||
Contributor PlanetSide 2
Game Designer |
I think a gal outfitted with a defensive upgrade of top-armor and 4 AA guns would be quite a bit less susceptible to air-cav than an AMS. Probably wouldn't need all 4 AA guns, I think even just the top gun as an AA gun would be sufficient with the top armor helping reduce damage from aircraft while it is deployed.
Pilot flies in, deploys, switches to top-gun and fends off any aircraft. All it needs is a nearby engineer to keep her rep'd up and operate one of the other guns if needed. There you go, mobile forward base that can fend pretty well for itself. Far better than an AMS could (no defense whatsoever, fairly easy to destroy). It's quite literally a mobile forward base that traded secrecy (cloak bubble) for durability & configurable guns. |
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2012-03-14, 05:54 PM | [Ignore Me] #26 | ||
Sergeant
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It looks like the gal will be made into a forward base and not a courtyard spawnpoint. Hence it will most probably have it's own defensive systems to ensure it's not just the flying casket we saw in PS1. Think of it as a merger between the galaxy gunship, the AMS and the standard galaxy.
Something tells me it will also be able to take one hell of a beating in deployed mode. |
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2012-03-14, 06:07 PM | [Ignore Me] #27 | ||
Second Lieutenant
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i think they just removed the AMS because they want to keep players from placing one 50meters from a backdoor for ex.
having the gal take that function would mean you need to put it further away, like behind the nearest ridge line. and because its not gonna be close to the base, you can give it powerfull defenses. |
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2012-03-14, 06:09 PM | [Ignore Me] #28 | |||
Contributor PlanetSide 2
Game Designer |
Come to think of it, I didn't see a courtyard in the Bio Lab either. Where do vehicles congregate for a push? Where do outfits mobilize if not in the courtyard of a base? that was the usual rally point. Seems to be missing. Their current player pool is pretty small so they may not have noticed things like that yet until people see the gaps in beta. |
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2012-03-14, 06:18 PM | [Ignore Me] #29 | ||
Second Lieutenant
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I just hope AA weapons are actually effective at getting kills and not a repellent like they were in PS1.
As for Gals, everything depends on the driver and engineer. The hardest part about effective AMS deployment was the right amount of aggression vs survivability. An aggressive deployment inside an enemy courtyard is going to result in a 30sec lifespan. However, it will deliver zerg into the heart of the base causing mayhem and disruption for those 30 seconds. Parking it behind cover, hills, trees etc will effectively screen it from one form of attack or another and you hope that its guns are correctly configured for the remaining attack types. Also, the zerglings spewing out of it should help too. Gal will last longer, but footslogging into the base will set up kill zones and won't put enough pressure on the enemy. I hate myself for saying this, but we're just going to have to wait for beta. |
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2012-03-14, 06:28 PM | [Ignore Me] #30 | |||
Sergeant
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Courtyard AMS's gave the attacking side such a huge advantage every single time, I for one am glad they're getting rid of the problem completely. The rally point now will be the established FwB, along with the obvious "on-leader" spawn. Since bases are now split up into different sections this will also enable for a much more dynamic defense and assault, seeing as the angles of attack will be much more varied than before. Bases seem to be actual infantry battlegrounds themselves with cover-to-cover combat, pathway defense, altitude differences and whatnot. Medics will play a much more important role now than before since the sheer size of the base would mean even if you had a courtyard AMS, it would take a while to get back into combat. |
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