Forums | Chat | News | Contact Us | Register |
PSU Social
![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
PSU: Toys "R" us!
Forums | Chat | News | Contact Us | Register |
PSU Social
![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
![]() |
Thread Tools | Search this Thread | Display Modes |
|
![]() |
[Ignore Me] #2 | ||
Major
|
They need to tell us about this.
What my impression tells me is that like PS you can choose your armour regarless of spec. So medics/riflegirl/heavy assault being able to choose agile or rexo (or whatever they are called). Do we know if the jumpjets are an option or part of the basic setup for the light armour? |
||
![]() |
![]() |
![]() |
[Ignore Me] #3 | |||
Corporal
|
__________________
RideInMyWhip of the TR Originally from Emerald Major General in KDL |
|||
![]() |
![]() |
![]() |
[Ignore Me] #5 | ||
Corporal
|
In defense of that Classes COULD be:
The Devs have placed a high value on customization, we've heard it, and I think most of us agree we like what we've heard so far. One of the main issues with high levels of customization if that many people will attempt to build exploitative or unfair combinations of skills. An example of that no one wants to see is a heavy soldier with heavy assault and also having a "jump-pack" aka jetpack. I think this combination is largely behind the fear that jetpacks have. The Devs have a few solutions, one is if they were to have no Jump-Packs at all, which is kind of a let down in the sense that it removes so many possibilities before they are given a chance. Another option is to make them so weak (aka nerf them) that no one will pick up that skill in a mass population sense, so why have them and continue to have them in the balance equation. The best option that comes to mind is the have some "skills" not be compatible with each other at all, aka you can't have heavy assault AND a jump-pack, period. Quickly you'll see a web of conflicting "skills" in where you can't use A, while you use B, etc. So to solve this issue you just make certain unique "skills" be the defining skill for a Class, aka Scouts have a jump-pack as default or as one of their class only tree options. Then you can build on each class with as many customizationas you want in an easier to understand framework, it isn't as clear that you can't use your "Flamethrower" with a "jump-pack" if it was just freeform cert "webs", vs it being slightly more clear that Scouts can't use that tier of heavy weapon due to all of the reasons that can be derived, it just feels better. So if you follow all of that, I believe this is the main thought behind Planetside 2 classes. Unique starting points, each with subtle or not so subtle features to them that you can then build on top of and shape into what you want them to be. Some final examples might be: A wall breaching scout with his skills learned in such a way that helps him assault the ramparts around a tower or base, vs a scout that learns Sniper skills and uses his jump-pack to get up to higher and better sniping spots. Both a scout "class", yet they couldn't be much more different in their roles. etc etc, for other "classes" if it turns out working out like this, which is how I feel they are hinting at. |
||
![]() |
![]() |
![]() |
[Ignore Me] #7 | ||
Colonel
|
Its a positive and negative. It will provide more options for balance, but will of course limit your customization. I personally wasn't very fond of the original number of certs.. I'm very indecisive and want to switch roles a lot.
The class system seems nice. Easy to get into being able to do pretty much anything, but you won't do it all that well or have all the options. |
||
![]() |
![]() |
![]() |
[Ignore Me] #11 | ||
First Sergeant
|
I really hope they'll leave the choice of armor in the game. So you can basically choose from a number of armors for each class. I'd guess HA would be rexo only, but for most others you could definitely choose between rexo and agile ^^
|
||
![]() |
![]() |
![]() |
[Ignore Me] #12 | ||
The cert system was done rather well when we had the possibility to have fewer certs. The strength of the cert system is that while you could do more, you couldn't do everything at the same time. For example, you could be an HA and a AV trooper, but you wouldn't be able to drive most vehicles, and if you wanted to hack and be a medic, you would have to decrease the amount of ammo you could have by quite a bit. There was a balance there. But that is not all. You couldn't just say "Incoming max units!" and then set up your max killer setup unless you already had that cert.
From what they have said about the class system, you can be a Medic, or an AV guy or an HA guy or a driver. Just not all at the same time, and not as well as your main certs. So, while the driver who sets up an HA loadout may not be as good as the guy who specializes in AV, he is still an HA guy. Essentially you have traded the concept that a guy could have Engi/HA/AV/Medic at the same time as long as he has the Level (though not as effective at it) with a guy who can change into any class without reguardless of level (though not as effective at it.) It seems strange to me. You get rid of the options of having some different abilities as long as you are high enough level and certs, and replace it with having all different abilities from level one just not at the same time. See what I am getting at here? Doesn't look good. Of course, that is based upon an assumption. What he keeps talking about is how certs make one more effective at a class. NOT certs gaining more classes.
__________________
Life sucks, Press on. Moderation in all things, including Moderation. |
|||
![]() |
![]() |
![]() |
[Ignore Me] #13 | ||
Lieutenant Colonel
|
That's the impression I get as well; its like having everything certed in PS, but you can become better at certain things by focusing on that role and spending your points/resources/time to specialise in it.
I also get the impression that many certs will have to be unlocked as you get more BR, so for example at BR5 you could get access to support certs, BR10 MAX, Infil and Agile armour, etc |
||
![]() |
![]() |
![]() |
[Ignore Me] #14 | ||||
Lieutenant General
|
![]() Last edited by Bags; 2011-07-25 at 12:13 PM. |
||||
![]() |
![]() |
![]() |
[Ignore Me] #15 | ||
Lieutenant Colonel
|
I'm hoping that you can't have it; with it you are too versatile and independent which is what the devs seem to be putting in the class system to restrict.
The point of this thread is that I am worried about PS2 being too restrictive, making you pick only one of those 4 roles in any life. I want a mid point; one where you can have a support tool (eg medic or engy), but also a particular weapon (eg HA or AV), while having a certain armour (eg Agile or Rexo). |
||
![]() |
![]() |
![]() |
|
Bookmarks |
|
|