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2012-03-06, 11:55 PM | [Ignore Me] #17 | ||
Corporal
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Good point, unlike BF3 which only makes it take much longer to resupply grenades assuming your ammo is already full up. I do hope they limit how much ammo an ammo drop can provide; would be a nice gameplay feature if it took more than one ammo drop to resupply your squad -- would force your squad to defend an area for a bit while resupplying.
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2012-03-07, 12:01 AM | [Ignore Me] #19 | |||
Colonel
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2012-03-07, 12:33 AM | [Ignore Me] #21 | |||
Colonel
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Regarding making combat more complex I might have spoke too soon. I mean they also have sprint and the light assault has a jetpack greatly increasing choices. Increasing it can be done in a lot of ways. One of them is deployables for defense and countermeasures. Simple stuff (prepare for game references) like short deployable shields that you can pass through but can block bullets (BF2142), momentary armor bonuses when you reveal yourself to enemies (Crysis), shield bubbles for defending groups (Halo), armor lock for taking an attempted hit and run (Halo), anti-grenade deployable, then on the offensive style complex fire modes. Stuff like single, triple-shot, burst, auto for weapons with varying bonuses go a long way for choices and tactics. (Though, it's easily argued that role overlap for weapons becomes a problem). Then you have squad abilities. I'm a huge fan of FPS+RPG games (think Bioshock etc). So having abilities for classes like a medic ability of "Sacrifice" that discharges a player's shield and recharges all neighboring shields. Basically things that a player can do along with their weapons in the middle of a battle quickly that could mean life or death for themselves or others. The idea of "I would have lived if I'd've done X" is important to me. Taking this to the extreme results in abilities described in this thread. Including defensive countermeasures for catching/redirecting grenades/rockets/tank shells, blocking bullets at the cost of not shooting, converting a player's shields into health as a medic AOE for friendlies. (Never been a fan of non-defensive abilities. Guns are good for that). As mentioned these go for far away to give a player possibly dozens of choices increasing the skill of the gameplay. It's not about who shot first. It's about "oh his teammate transferred his shields to the person I was about to kill and then his other teammate killed me". Complexity and interactions you don't find in other games. (Unless it's like a lame TF2 medic. More of a battle-medic who assists while fighting). (Also if anyone is curious. I've only played the first Halo for PC so I'm going off videos). It's the exact implementation I wanted for it. I'm glad they went with that longer delay.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2012-03-07, 01:34 AM | [Ignore Me] #23 | ||
First Lieutenant
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I don't like it.
Ammo should really be a part of the supply lines aspect and be more limited. One idea I kind of like is the idea of taking ammo boxes from Sunderers directly. And them having a limited supply of ammo on their own. And each ammo box being capable of resupplying only so many times. The only thing that can grant infinite supplies is a base itself. While attacking through, you're limited. |
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2012-03-07, 01:54 AM | [Ignore Me] #24 | ||
Contributor PlanetSide 2
Game Designer |
On another note, if grenades cost resources, and implants are like buffs, then both become resource sinks in the game.
I like resource sinks. It keeps resources meaningful. Resource caps are also meaningful, not letting us stockpile seemingly infinite resources means we have to manage our resources, not simply acquire them. So yay to grenades and implants costing resources. I hope they have reasonable but meaningful caps on resources as well to keep resources valuable and keep us fighting for them. I also like how population factors into resource accrual rate. I assume that means that is inversely proportional to population, since that's the only thing that makes sense. |
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2012-03-07, 03:11 AM | [Ignore Me] #25 | |||
Colonel
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But then I love the BF series. Its by far my favorite as far as infantry combat goes. I love it when people compare it to BF, since that just puts a smile on my face. |
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2012-03-07, 03:22 AM | [Ignore Me] #26 | ||
Master Sergeant
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I just noticed this about the ammo dispensers:
If you go to the 4th video, at 0:50 where he drops the ammo canister; he is only allowed to carry ONE. So if it gives limited ammo, and does not resupply him with another Ammo Canister then I can see this being a non issue.
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I reserve all judgment till Beta. But I'm still going to point and laugh. |
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2012-03-07, 03:26 AM | [Ignore Me] #27 | |||
Second Lieutenant
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As for ammo boxes, I think SOMEONE should carry them, but it doesn't seem like it's appropriate at all for the light assault class. The heavy weapons guy would be a much more sensible choice, or the engineer. Medic would have a lot of "medic" equipment, so probably not them, light assault is... uh.. "light" and manoeuvrable -> not carrying much and of course infil is not going to carry anything. |
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2012-03-07, 03:31 AM | [Ignore Me] #28 | ||
Colonel
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I suppose this is one of the things fairly much a subject to change on feedback if needed.
Personally I'd like something reworked about this. 1) It seemed to be something like a "perk/utility" to have the ammo box, meaning just about everyone will have access to it, but naturally having to trade off something else. Not necessarily a bad thing, people interested in support can do more support instead of combat 2) I'd like it somehow.. more physical instead of a box. I'd like if the guy "built" some kind of "pole" the Aegis Shield Generator had or something The "throw a box on the ground" is a bit too BF3, anything different from that is win 3) I hope ammo boxes have limited resupplies inside them and/or are not infinite on the "owners end", as in, you got like two boxes and then you gotta go resupply at a term yourself. Not like BF3 where you got an infinite supply of big ass boxes in your pocket. Overall, not a concern for me EDIT: I was hoping to see the NC pistol as well in the situation, was slightly disappointed in that sense, but I dont think everyone will be running with the ammo box, if they will, it's a matter of feedback and will be changed.
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Last edited by Coreldan; 2012-03-07 at 03:35 AM. |
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2012-03-07, 03:43 AM | [Ignore Me] #30 | |||
Colonel
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I also highly doubt there will be infinite numbers of boxes, and somewhat(but not totally) doubt the ammo box will be infinite. |
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