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2014-02-08, 04:13 PM | [Ignore Me] #1 | |||||||||
Major
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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.
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.
removing revives would take a major aspect of teamwork out of this game, and it would be stupid to do so.
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
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2014-02-09, 07:18 AM | [Ignore Me] #2 | ||
Second Lieutenant
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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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2014-02-06, 11:46 PM | [Ignore Me] #3 | ||
Sergeant
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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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2014-02-07, 12:26 PM | [Ignore Me] #4 | |||
Staff Sergeant
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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. Last edited by Edfishy; 2014-02-07 at 12:35 PM. |
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2014-02-06, 11:58 PM | [Ignore Me] #5 | ||
Staff Sergeant
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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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2014-02-07, 01:01 AM | [Ignore Me] #6 | ||
First Sergeant
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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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2014-02-09, 03:04 PM | [Ignore Me] #9 | ||
Sergeant
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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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2014-02-09, 03:14 PM | [Ignore Me] #10 | |||
Colonel
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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.
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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2014-02-09, 07:10 PM | [Ignore Me] #12 | ||
First Lieutenant
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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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2014-02-10, 10:53 AM | [Ignore Me] #14 | ||
First Sergeant
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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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