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2012-04-29, 02:43 AM | [Ignore Me] #16 | |||
Major
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NC - Slow and Hard Hitting TR - Less powerful but incredibly fast (So I guess the prowler *should* end up being the fastest tank if it were a straight shot no-turn race) VS - Accurate and Maneuverable (Which is exactly what it likely will be) There's no doubt in my mind the gun on the Magrider will be the most accurate, but if the person using it has the precision of a 2 year I can see why you guys would complain. |
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2012-04-29, 02:50 AM | [Ignore Me] #17 | ||
Corporal
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This tank is like the Bf2142 russan tank and it had no horizontal movement but had vertical. And against the standard tank it was better because of the maneuverability and it was my favorite from all tanks, in all games i have ever played. The lack of horizontal movement is nothing to be afraid, though in the scale of PS2 i think it will be quite tricky to play it and will take a lot of training to do better than the others.
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2012-04-29, 05:03 AM | [Ignore Me] #18 | |||
First Lieutenant
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But you're right, hovering combined with strafing is what gives the Mag much of its maneuverability advantage. But it can also make it less maneuverable in some instances as well. Try coming to a stop before plowing through a minefield w/ PS1's Mag, for example. And like I said in my previous post, if the 4 conditions I listed aren't met then it runs the risk of losing much of its combat effectiveness since not meeting them causes the Mag to lose it maneuverability advantage. It's not a complaint, but the Devs do need to be mindful of these issues if the Mag is going to remain competitive. Last edited by Erendil; 2012-04-29 at 05:04 AM. |
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2012-04-29, 08:09 AM | [Ignore Me] #19 | |||
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2012-04-29, 08:49 PM | [Ignore Me] #23 | |||
Brigadier General
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Fortunately, with Forgelight being as robust as it seems to be, and with the devs seeming to indicate that certain things won't be quite as locked in and unchangeable as in the first game, I have high hopes that if any of these things are lacking in the Magrider come beta, they will be easily changeable. It would be the best kind of buffs too. Not upping the Magriders damage output or armor, just tweaking some of its performance. While I would prefer to drive and gun in the proposed dedicated gunner variant of the Magrider, I really have little doubt that the base Magrider will be viable and well balanced. If I'm wrong, the dev team will have at least a 3rd of the beta testers yelling at them night and day until it is fixed. In my mind, if the devs are hell bent on driver controlled main guns being the default MBT variant, the fixed gun Magrider is the only viable solution. My only major hope is that the devs follow through and give us the option of dedicated gunner certs so that we can drive and gun these tanks the way they are supposed to be driven and gunned in a game of this scope and magnitude. |
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2012-04-30, 04:19 AM | [Ignore Me] #24 | |||
Corporal
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It's about VS stuff; there will be yelling and crying /taunt OFF/ |
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2012-04-30, 04:21 AM | [Ignore Me] #25 | ||
Major
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The developers say that all weapons have their own damage values and multipliers so we could assume that vehicles are the same, so if 1 vehicle is over powered or unbalanced, just lower its stats or increase them depending on the situation.
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2012-04-30, 04:52 AM | [Ignore Me] #26 | ||
Major
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The magrider can strafe left and rigth NO need for the canon to moove left and rigth and it will moove up and down !
And forget thats for all people who ask the MAGrider to have a Tanks like rotative canon it will broke the entire concept of the mag rider If it can have a regular rotative main canon so the abilities to strafe left and rigth will have to be remmove as well to balance the whole thing ! So the entire concept of this Vs specific will be broke ! Is thats whats u want vs guys ? |
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2012-04-30, 05:38 AM | [Ignore Me] #27 | |||
Corporal
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Here's the thing: the ability to control your own vehicle and gun is a double edged sword. When you control both the movement and orientation of your vehicle's main gun, you can set your turret down shots up perfectly and know where you need to move in order to aim. You also have the advantage of being able to pan around your tank quickly to see potential threats (ie sneaky AV users), and therefore are not as blind as the forward facing drivers are. The draw back is that if you have poor space awareness you will crash into things and, especially in a Lightning, this is a death sentence. Overall, I like the idea that who gets the main gun will be a choice, so that if you have a good outfit mate gunner/engineer he can run the main cannon while you focus on driving, but you're not held hostage to having to find a random zergling to use the main cannon if you are running a solo/PUG MBT. It also means that the players who get good at running armor will actually see the fruits of their labor in a high kill count, rather than just giving other people all the benefits. Last edited by Mezorin; 2012-04-30 at 05:39 AM. |
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2012-04-30, 09:15 AM | [Ignore Me] #28 | ||
Brigadier General
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It will also mean that those who are skilled in driving and gunning their own tank will either have the option of an extra gunner controlling an AI or AA turret, or will have that option without requiring a third person in the vehicle (depending on how the devs choose to balance having a dedicated gunner variant).
I dare say that as much as a lot of vets assume that every PS1 player would take the dedicated gunner variant and every CoD/BF transplant will use a driver controlled gun, what will actually end up happening is that most players will eventually start using both variants, at least part time. Of course, if done right, hopefully the dedicated gunner variant will also have a more powerful main gun than the regular driver controlled main gun. I think that is essential to balance and will be an important factor in the (in my opinion superior) dedicated gunner variant being widely used. Last edited by Xyntech; 2012-04-30 at 09:17 AM. |
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