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Old 2014-02-08, 04:13 PM   [Ignore Me] #1
camycamera
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Re: 2 Really irritating things they need to remove


Originally Posted by War Barney View Post
(Stealth)
1. The shotgun might be capable of 1 hit kills in the head but they also require you to aim at the head and unless its automatic mean you need a good aim as each miss means a lot more. For me its debatable which is best as the SMG can kill in a similar time without head shots but also has range and the ammo capacity to kill more people.
yes, but have you used an SMG? you practically need to stand still/crouch for it to be used at its full effectiveness.... the gun's cone of fire widens up when using it. and once again, have you tried being an SMG infiltrator, or an smg at all? no? then your opinion is invalid, as you have no experience first hand except for being at the end of a barrel of an smg infiltrator.

Originally Posted by War Barney View Post
2. When theres shooting going on all around you its pretty hard to hear the noise of them entering exiting stealth and even when its quiet they can throw a decoy grenade, and of course if they unstealth behind you like any competent one will you still don't have time to turn around and shoot them before you're dead.
i don't have this problem, along with many others here. it is pretty easy to hear enemy infiltrators, you don't have to really listen out for them, they are loud as hell and it is pretty easy to identify friend from foe (any cloaking sound that isn't your faction's cloaking sound is an enemy cloaker). and you should learn to use identifying sound to your advantage. listen out for what type of guns that are being shot (although NS weapons have an advantage for the one using them as players can't tell if you are friendly or not judging from their gunshots), use it to roughly identify what class you are going up against and where they are.

also, it is pretty damn easy to see infiltrators in the first place (unless you are playing on low, but in that case, you shouldn't be playing the game anyway imo if your PC is that bad.... it's time for an upgrade). lay down suppressive fire on the general area of the infiltrator and you'll either kill him or scare him off and get killed somewhere else.

also, i have never seen anyone use the decoy grenades. they are broken anyway.

Originally Posted by War Barney View Post
3. I'm not a fan of snipers but my main complain is stealth here as its just such an irritating thing, games are suppose to be fun and something like this which just annoys people (well those not playing an infiltrator) aren't good additions in my opinion.
i'd would save this one for last, because what this "get rid of stealth" argument is basically in a nutshell: "it is not fun getting flanked. nerf flanking, getting outsmarted by the enemy due to my lack of situational awareness is not fun.

lets hear that again. what you are saying is that you want to GET RID OF THE ABILITY TO FLANK, A TACTIC THAT HAS BEEN IN FPS GAMES SINCE THE BEGINNING OF TIME.

think about that.

Originally Posted by War Barney View Post
(Reviving)
1. You can rarely make a difference but its more about feeling like you are contributing, when I'm out blowing up tanks I feel like I'm contributing as they aren't going to get revived instantly, when I kill people I don't feel like I'm helping at all as most of the time they will be revived again in a few seconds unless they pushed out alone.
well then shoot the medic first. medics should be a high priority target, as are engees and MAXes. it is their job, and their job is good; so take em down! you've got to prioritise what targets to shoot first. taking out a medic who could potentually heal up a guy who could kill 5 people on your side is much more valuable and is "contributing" to the fight even more than taking out 5 guys.

removing revives would take a major aspect of teamwork out of this game, and it would be stupid to do so.

Originally Posted by War Barney View Post
2. The 5 guys would respawn but they would respawn at either a sundie if they were trying to take a base or at the spawn room meaning a run back to the room that was being held giving other people time to push inside.
....yes that was exactly my point. they were going to respawn anyway.

Originally Posted by War Barney View Post
3. I don't see how you could think there wouldn't be complaints about something which helps to make you feel useless. Especially now people are carrying 4 revive grenades so in compact spaces a medic can revive almost an entire platoon 4 times just with those its becoming even more of an issue. People keep trying to say it helps smaller groups but all it does is help zergs a LOT. If there wasn't reviving a small group could slowly pick off people from a zerg forcing them back to a base further away (assuming they kill the sundie to) but as it is now a zerg has so many medics in it the only way to actually stop it is wipe it out completely, but ofc you can't as a small group so it encourages people to not bother fighting a zerg.
what you are asking for is to nerf the medic class, one of if not the most teamwork-effective class in the game. it is GOOD that they have revive grenades that can do that but once again.... a medic should be a high priority target. to feel like you are contributing, take out the medic!

and if it helps zergs..... TAKE OUT THE MEDIC. and a zerg of medics would not be very effective outside infantry vs infantry... but yet again, they could be slaughtered by other classes such as HA's and MAXes.



and it is the same as arguing that
Originally Posted by War Barney View Post
I'm not looking at it from a lone wolf view at all, simply the view that I'd like to feel like I'm contributing and when most of the people I kill end up revived in a few seconds I honestly don't feel like I've contributed anything, thats part of why I play a HA mostly, as I said blowing up vehicles feels like its doing something, kill infantry who will be mass revived in seconds doesn't
in a nutshell, your arguments are invalid, these things are not problems, they are not getting nerfed or removed from the game (as doing so would "nerf fun"), and it all comes down to you needing more situational awareness, and prioritising medics as a target.
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Old 2014-02-09, 07:18 AM   [Ignore Me] #2
Emperor Newt
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Re: 2 Really irritating things they need to remove


Originally Posted by camycamera View Post
your opinion is invalid
Originally Posted by camycamera View Post
you should learn
Originally Posted by camycamera View Post
in that case, you shouldn't be playing the game anyway
Originally Posted by camycamera View Post
in a nutshell, your arguments are invalid
Originally Posted by camycamera View Post
it all comes down to you needing more situational awareness
Just a short fyi: people not disagreeing with you doesn't mean that they agree with you. It's likely just because nobody wants to keep up with so much entitlement no matter how right or wrong your arguments might be.

Last edited by Emperor Newt; 2014-02-09 at 07:22 AM.
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Old 2014-02-06, 11:46 PM   [Ignore Me] #3
Skittles
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Re: 2 Really irritating things they need to remove


Are you pissed you're not getting revives yourself or what? So only the whatever empire you're fighting is allowed to spawn medics? Is this like a rule or something? WarBarney is playing NC today so medics are disabled for them.


@Edfishy:

If it was "your territory" I guess those guys wouldn't be able to be revived bcuz their medic support would be dead as well wouldn't they?
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Old 2014-02-07, 12:26 PM   [Ignore Me] #4
Edfishy
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Re: 2 Really irritating things they need to remove


Originally Posted by Skittles View Post
@Edfishy:

If it was "your territory" I guess those guys wouldn't be able to be revived bcuz their medic support would be dead as well wouldn't they?
... My "color", territory.

Trying to quick take out a ghost hack and barely missing that laaaaaaaast medic is really frustrating. Just a penalty to the respawn time (Make sure the Medic is given clear indication via a second progress bar or some such) would be enough to me to feel like the defenders have the initial advantage (my squad of guys could theoretically be revived in greater numbers faster than the enemy).

I can see where this could get frustrating for larger battles (say, for a bio lab?), so maybe it should be an attachment for the Sunderer or vehicles rather than territory alone. i.e. "Passive Revive Jammer - Adds 7 seconds to respawn timer for enemy medics within 50m)".

Edit: Or better yet, some kind of a contraption that can be placed by Engineers (replacing Engy turret, or possibly it's "Alternate" ala the current Ammo pack switcheroo)

Edit 2: Or alternatively, I like the idea of Passive Aura Abilities for Maxes in their special ability slot that makes them more than just weapons, but a "Boss" target you're going to want to take down just because they're assisting their allies in a passive manner. Were the artwork possible to match the attachment, you could even have the Passive Aura Abilities come at the cost of an armor reduction.
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Last edited by Edfishy; 2014-02-07 at 12:35 PM.
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Old 2014-02-06, 11:58 PM   [Ignore Me] #5
Kail
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Re: 2 Really irritating things they need to remove


I have no problem with stealth or medic-gun revives. I do tend to think rez grenades are a bit too powerful, but I'd rather just have some limitations on those (such as only reanimating you for up to a minute before you die again, so that it's more of a "burst" thing like all other grenades) than removing them entirely.
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Old 2014-02-07, 01:01 AM   [Ignore Me] #6
synkrotron
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Re: 2 Really irritating things they need to remove


In the meantime the game is what it is. Enjoy, or not, as the case may be.

If cloaking was removed, I'd manage without it.

If reviving was removed, I'd live with that too. Snipers tend not to be revived anyway, in my experience.
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Old 2014-02-07, 06:28 AM   [Ignore Me] #7
Obstruction
First Sergeant
 
Re: 2 Really irritating things they need to remove


i'm rolling on woodman soon just so i can rage this guy.
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Old 2014-02-07, 10:46 AM   [Ignore Me] #8
War Barney
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Re: 2 Really irritating things they need to remove


Aye MAX revives are one MAJOR irritation with revives, its very hard to take out a MAX even as a HA with rockets and its so depressing to see that MAX almost instantly revived
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Old 2014-02-09, 03:04 PM   [Ignore Me] #9
mrmrmrj
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Re: 2 Really irritating things they need to remove


To the OP, if being an infil that runs around an enemy base or a big fight with a SMG is so easy, why aren't there more of them? Have you tried playing this class in the way that you think is overpowered? I have. It isn't. It takes patience. It takes a significant cert investment for the cloak to last.

If anyone in this game thinks another aspect is overpowered, try playing that aspect before coming to the forums and complaining.
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Old 2014-02-09, 03:14 PM   [Ignore Me] #10
Stardouser
Colonel
 
Re: 2 Really irritating things they need to remove


If stealth actually existed perhaps you could have a point, but it's so easy to see cloak already that we have the opposite issue, they need to add stealth.

As for revives, there seems to be absolutely no responsibility in revive designs. Add responsibility to revives asap, institute responsible limits, say, 1 or 2 revive maximum before you are forced to respawn, longer revive times, especially for MAXes, the ability to execute people being revived or make revives automatic and remove deaths that occur immediately after in order to quiet the KDR objections. Nothing is worse than a revive from around the corner you can't stop, and then you waste a magazine while they sit there waiting to accept it and can't be harmed.

Originally Posted by camycamera View Post
well then shoot the medic first. medics should be a high priority target, as are engees and MAXes. it is their job, and their job is good; so take em down! you've got to prioritise what targets to shoot first. taking out a medic who could potentually heal up a guy who could kill 5 people on your side is much more valuable and is "contributing" to the fight even more than taking out 5 guys.

removing revives would take a major aspect of teamwork out of this game, and it would be stupid to do so.
This is not the answer. Revives are so fast that medics can dance and stay alive while doing it, or they can be around corners and can't be shot while reviving (and even if you're only 10 meters away, if you try to run to stop it, again, revives are too fast), and very often there are multiple medics, and that, combined with the speed and unlimited nature of revives, is too much.

Unlike the OP I am not saying remove revives, I am saying add responsibility to the design. Revives are the most teamwork effective thing, but they are effective beyond what they should be, they allow the higher population force (defensive or offensive) to gain benefits that go beyond what you might expect from the actual number of players. It's often the same with repairs.

Last edited by Stardouser; 2014-02-09 at 03:21 PM.
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Old 2014-02-09, 05:02 PM   [Ignore Me] #11
Belhade
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Re: 2 Really irritating things they need to remove


Perhaps if revives were single-use items, like a belt of epi-pens, working in the same fashion as the self-heal kit. Certing into multiple pens would be somewhat cheaper than multiple revive grenades.
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Old 2014-02-09, 07:10 PM   [Ignore Me] #12
Dougnifico
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Re: 2 Really irritating things they need to remove


I'm not going to lie, people are right when they say that Infil-SMG'ing takes skill. It doesn't mean I don't hate them still, but I'm not going to make a fuss. lol.

Also, I still think the game should have something like battlefield's med-pack.
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Old 2014-02-09, 07:28 PM   [Ignore Me] #13
OCNSethy
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Re: 2 Really irritating things they need to remove


Well, with the new incoming infil cloak I forsee more rage posts
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Old 2014-02-10, 10:53 AM   [Ignore Me] #14
Obstruction
First Sergeant
 
Re: 2 Really irritating things they need to remove


the best part of the whole thread is where OP uses decoy grenades as an argument.

for the part about revives how about this elegant solution:

try killing the medic

Last edited by Obstruction; 2014-02-10 at 11:07 AM.
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Old 2014-02-10, 05:57 PM   [Ignore Me] #15
Edfishy
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Re: 2 Really irritating things they need to remove


Originally Posted by Obstruction View Post
try killing the medic
+1 if the advanced targeting implant lights up medics in red!
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