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PSU: Beware of AMS tree spawns
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2012-03-09, 04:36 AM | [Ignore Me] #16 | |||
Lieutenant General
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2012-03-09, 04:41 AM | [Ignore Me] #17 | |||
Second Lieutenant
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and the game has to have some sort of resupply mechanic, cause making players suicide when they are out of ammo doesnt make for a fun game, neither does running back to a resupply point that might be a long ways away. they just need to ballance it correctly so that 1 ammo pack does not mean infinite ammo idea: make the ammo pack only replenish at max half of the original amount of total ammo, this would mean the ammo pack would need to be positioned in the right spot and it would increase the need for an actual ammo carrier ( considering an ammo pack only has X amount of ammo in it ) i think this would bring some extra tactical options to the leaders, another thing to take into account when assaulting a base Last edited by megamold; 2012-03-09 at 04:45 AM. |
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2012-03-09, 04:47 AM | [Ignore Me] #19 | |||
Contributor First Sergeant
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Assault guys and ammo boxes are everywhere. Yes, maps are way smaller so you find them more easily, but there will be ten times more players in PS2. Anyway, we'll see how it plays out, but I still do believe that in a game like PS2, where organisation and logistics are supposed to be a key to victory, ammo boxes don't fit. (oops, should have edited my last message instead of posting a new one. Sorry) |
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2012-03-09, 04:49 AM | [Ignore Me] #20 | |||
Staff Sergeant
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PS1 resupply was hacking a terminal at the base you were at or run to the nearest AMS. Now you don't have to move, just drop a box. |
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2012-03-09, 04:52 AM | [Ignore Me] #21 | |||
Second Lieutenant
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i'm not saying ps2 needs to have the bf3 resupply system, i just think it needs some sort of resupply system. and an ammo pack is not exactly a "unrealistic" option i can clearly remember suiciding lots of times when out of ammo when on the front line just because the AMS/tower was to far away. in 2003 this was ok, but i think in a modern shooter its just wrong, you should never have to kill yourself because you are out of ammo. in my mind if you have to suicide for any reason it shows there is a problem somewhere, design or gameplay wise Last edited by megamold; 2012-03-09 at 04:57 AM. |
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2012-03-09, 05:24 AM | [Ignore Me] #22 | |||
Staff Sergeant
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Yes, but why should you be able to resupply yourself without having to move anywhere, whilst in enemy territory, surrounded by an enemy force several times yours? Surely there should be some 'difficulty' modifier in where and what you attempt to do rather than oh-you're-behind-enemy-lines-the-hold-timer-is-15-minutes-instead-of-5. Being able to resupply yourself anytime/anywhere effectively makes where you fight irrelevent, be it 5 regions behind enemy lines or right outside your safe zone. |
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2012-03-09, 05:34 AM | [Ignore Me] #23 | ||
Second Lieutenant
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Won't pulsars have regenerating ammo? If yes, I'll just play VS.
I like the PS1 need to loot corpses. it's more satisfying that way. Nanites are a cool excuse to not worry about materiel like mozzies costing millions of dollars and being used as a taxi and then junked but I don't want them to become an excuse for EVERYTHING. just a random thought... how about some nanites regenning a few rounds here and there up to a maximum of half a clip? (Does anybody remember "Operation Wolf" from the arcades?) |
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2012-03-09, 05:57 AM | [Ignore Me] #25 | |||
Second Lieutenant
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it all depends on the way they implement the ammo packs, since i think that the idea that ammo packs are bad period is silly, they should just be a little creative with it and make it fit into the planetside universe i think that taking ammo from enemys is more out of place then an ammo pack since ammo is different for different guns, so picking up some ammo for your smg from a vanu soldier wielding a lasher is just ridiculous. so if i would want some smg ammo i would need to look for the dude with the smg and try to shoot him or run between random bodies hoping one of them was using the ammo i need. this would still enforce suiciding for more ammo and suiciding for ammo is a design flaw if you ask me Last edited by megamold; 2012-03-09 at 06:03 AM. |
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2012-03-09, 06:12 AM | [Ignore Me] #26 | |||
Staff Sergeant
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Looting backpacks was a major source of equipment for some playstyles, glue, med juice!!!, med packs, ammo, weapons, ACEs + Grenades. Kill the enemy, steal their stuff and you can last a little longer. Even a swap kit option isn't very good because you're using the kit you are for a reason, I don't want to swap everything else I have because my gun has no ammo. Now it's just, die, get revived(recharging ability no doubt), drop ammo carry on. |
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2012-03-09, 06:24 AM | [Ignore Me] #27 | ||
Second Lieutenant
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looting packs was good fun at times, but i dont think its something i will miss all that much
and you make it sound like anyone can have an ammo pack, if i make the comparison with bf3 then i would have to conclude the ammo pack is something that usually in abundance when i dont need it and something thats nowhere to be found when im out of ammo |
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2012-03-09, 07:39 AM | [Ignore Me] #29 | |||
I had similar concerns when i saw the magically ammo box but i'm waiting to try it as a lot of our planetside gameplay may yet not transfer to ps2. |
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Tags |
ammo, chokepoints, defending, inventory, resupply |
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