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2013-01-07, 10:56 AM | [Ignore Me] #16 | ||
Colonel
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In a lot of situations, especially how this game flows a small group might be best served in flanking a larger group, fighting from high ground, ambushing larger groups in some of these naturally constricted areas. Small groups really have to play smart.
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2013-01-07, 11:03 AM | [Ignore Me] #17 | ||||
You have the correct idea, it's just that people offer timer/cost incrase only because most of them stick to only few gamestyles. Hence all the misconception. Last edited by NewSith; 2013-01-07 at 11:04 AM. |
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2013-01-07, 11:14 AM | [Ignore Me] #20 | ||
Major
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I love to see swarms of vehicles too. It's really fun when you are in a vehicle to be a part of those things.
But it's no fun to be an infantry. That should be adjusted. Almost everyone else is seeing the right thing, and that is that base design and maybe map design in a few parts are flawed to favor vehicles in such a way that allow them to influence the battle all the way through. |
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2013-01-07, 11:14 AM | [Ignore Me] #21 | |||
Major
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2013-01-07, 11:20 AM | [Ignore Me] #22 | ||
Captain
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I sort of agree with you OP about it not being the armor column's fault but it comes down to yes in a real life situation where you have 30 tanks vs 50 infantry the tanks are going to win...But just like real life duties in military they wouldnt be very fun in a game. You have the right idea about more anti vehicle things but others are right about the world design, it allows too much for tank and vehicles and not enough for infantry.
This is why people are asking for Urban continents with ruins and such so we can ambush a bit easier. People also seem to not understand that if they increase the cooldown or resource cost for vehicles that by common sense they would have to increase the power of those vehicles as well. So to those people, could you really imagine a tank taking like 5 rockets to the back or 10 to the front, Liberators having the same health as a galaxy? |
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2013-01-07, 11:27 AM | [Ignore Me] #23 | ||
This. Armored combat definitely isn't one of the multiple places where a small team has no role. Even a single python AP running around the backfield can shatter a column, force them out of otherwise excellent cover, and just be a dick in general. He may even live through it.
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2013-01-07, 11:45 AM | [Ignore Me] #25 | ||
Lieutenant General
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Funny, that's exactly what you're denying yourself mathematically...
Because if you buff infantry weapons even further, that won't do anything but make multiple forms of combat aggravating. Do note that the damage dealt by handheld infantry weapons (both short and long range) is SIGNIFICANTLY MORE than in PS1 for handheld weaponry and therefore the TTK on vehicles SIGNIFICANTLY SHORTER. Despite of that, the sheer mass of tanks turns out to far outweigh the effect of buffing infantry weapons. Remember that it took 18 shots for a Phoenix in PS1 to kill a Vanguard? Do you remember the TTK length of that feeling like an eon? From the right angle, it takes two AV shots in PS2 and even from the front only a few shots in comparison. Yet vehicles dominate beyond what PS1 ever had. More forms of AV won't matter either, the basic AV necessities are there en mass. They don't help. Do you want instakill infantry weapons against tanks? Will this help either form of combat to be more fun and fulfilling? In the end, vehicles will still one shot you with dozens of guns trained in your direct at the same time. Like it or not, this situation is created by the sheer amount of guns pointed in your direction and the frequency of that occurance. Not by how fast you can remove them, because they can just pull something equally lethal even though you've become more than 5 to 9x as effective at killing MBTs since PS1 already and are twice as lethal against Lightnings. Fact is, Lightnings have become 5x as effective as well, while MBTs have one or two guns of nigh instakill power and come in far greater numbers due to their manpower limitation removal. If for every infantry unit, you can have a tank unit in an engagement, then it doesn't matter if you can kill them a bit quicker, they will kill you even more quickly. And making them so vulnerable that they become token units and everything kills everything in one shot, just removes skill from the battlefield even more and turns it into a roll of the dice game. And nothing frustrates players in a competitive FPS more than random chance and lack of personal control, not to mention skill mattering less and less in engagements. You called it freedom and power, I call it an addiction to a drug pretending to empower you, while it in reality enslaves you and burns you out quickly. The answer is not to fight fire with more fire, the answer is fire control. EDIT: just for the record: PS1 Decimator (max of 3 shots per Decimator carried) : MAX 3 shots Lightning 4 shots Prowler 11 shots Magrider 9 shots Vanguard 12 shots PS1 Phoenix (clip 1, 9 missiles per ammo box) : MAX 3 shots Lightning 6 shots Prowler 18 shots Magrider 14 shots Vanguard 18 shots PS1 Striker (Clip 5, 15 missiles per ammo box) : MAX 6 shots Lightning 12 shots Prowler 36 shots Magrider 28 shots Vanguard 36 shots PS1 Lancer (Clip 6, 18 energy cells per ammo box) : MAX 6 shots Lightning 9 shots Prowler 22(?) shots Magrider 17(?) shots Vanguard 23(?) shots Source: http://wiki.planetsidesyndicate.com/...Anti-Vehicular (last updated: dec. 2006, which is I believe post-40% AV buff) EDIT: indeed it was: http://wiki.planetsidesyndicate.com/...p?title=3.11.6 (April 2006) Last edited by Figment; 2013-01-07 at 12:21 PM. |
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2013-01-07, 11:55 AM | [Ignore Me] #26 | ||
First Lieutenant
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Mmm, it's not that I don't want to see more AV and AA stuff, since I love to see more variety of things getting added (and more ways for infantry to deal with things). It's not so much the "more" I have an issue with, it's the "powerful" that usually comes after it. I guess in that sense, i'm not really disagreeing with you as such.
It's just a little frustrating to be that person who does do the less head-on, more flanky/ambush stuff and inadvertantly be on the receiving end of a fix that involves helping infantry deal with vehicle zergs. Especially since my vehicle of choice is a HEAT Lightning, so I already have to fear infantry, and pick my vehicle targets really well. I guess I side more with the concept of fixing bases and the resource system (and with a proper resource system, there wouldn't even need to be timers, really). Last edited by ShadetheDruid; 2013-01-07 at 11:56 AM. |
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2013-01-07, 12:38 PM | [Ignore Me] #28 | ||
Private
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I used to think that vehicle / air spam was a problem that needed to be addressed, but now it seems to me that when your spawn room is camped by half a dozen tanks, liberators and a bunch of infantry, it's time to spawn elsewhere. You've already been beaten. If the enemy takes out the SCU, they're actually doing you a favour.
Sometimes a quick vehicle counter-attack can recover the base. There isn't much high-level commanding going on right now, so this happens more by chance than by design. Difficulty of base defence has already oscillated between extremes during PS2 beta, so it's clearly rather a difficult thing to balance. |
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2013-01-07, 12:41 PM | [Ignore Me] #29 | |||
You have a spawn room inside a base, you have tanks only able to get in from max 1-2 entrances (into the base courtyard) and have all infantry fighting inside the main structure (with multiple doors to get in. Leave towers and the outside structures as is to add variety and you have the perfect setup..... Sent from my iPhone using Tapatalk |
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2013-01-07, 12:58 PM | [Ignore Me] #30 | |||
Sergeant
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We need better base design AND more places focused on infantry (not just Biolabs).
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