Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Now introducing new Diet PSU. And Lemon Twist PSU
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2013-01-22, 01:47 PM | [Ignore Me] #16 | |||
Lieutenant General
|
Arclegger just responded on the PS2 forums he'll look into trying to implement some of it at a new Bio Lab for Hossin / Searhus.
http://forums.station.sony.com/ps2/i.../#post-1070355
|
|||
|
2013-01-22, 02:16 PM | [Ignore Me] #18 | ||
First Sergeant
|
I like those stairs
and catwalks AND EVERYTHING CLEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEGG! () All facilities seem to have a problem with flow though. Remember the GDC footage, where they showed off Zurvan combat? Buildings were all over the place, and they helped create pathways and chokepoints for infantry Can we try this facility design for at least ONE amp station? Last edited by SturmovikDrakon; 2013-01-22 at 02:27 PM. |
||
|
2013-01-22, 07:25 PM | [Ignore Me] #19 | ||
Looks nice but like he said he we won't know how fun or not it will be for the attackers of a bio lab going up flights of stairs and having everything rain down on them.
That's why i would like to see a test server so that players can tryout game changes and new items before Soe makes them live. Especially for a game like Planetside2 that will have many changes and additions for many years to come. |
|||
|
2013-01-22, 07:30 PM | [Ignore Me] #20 | ||||
Lieutenant General
|
|
||||
|
2013-01-22, 09:35 PM | [Ignore Me] #21 | |||
PSU Admin
|
|
|||
|
2013-01-23, 08:31 AM | [Ignore Me] #22 | ||
Master Sergeant
|
I see what you're trying to do.
One thing that concerns me with any idea is that we are still trying to defend multiple insecure points simultaneously. For the defenders there is definitely a priority in the shield generator and spawn generators. However it is a game of pillar to post covering Spawn Gen. Shield Gen. Capture points A through C - possibly D. CY Walls Air Approach. Vehicle approach. 1 to 4 satellite bases or towers Spawn Beacons/Spawn on Squad Leader/Deploy Now button Which are spread out over a vast area. Any movement bonuses can also be used by the enemy (jump pads) or subverted by them (telepads) If we have layers - then we need to peel a layer before the next is genuinely vulnerable. Most targets require a single attacker to effect their destruction. For an even sized force that means flitting between all of the above stamping out fires. It is dynamic in the sense forces are always in motion. It's fairly ludicrous in the sense of defence advantage or force multipliers. There is very little chance of covering so many objectives in such a large area. There is no grand tactic or clever strategy that works. Organisation helps. It is just numbers. |
||
|
2013-01-23, 08:46 AM | [Ignore Me] #23 | ||
Lieutenant General
|
Pretty much Stanis. Layering defenses provides recuperation options. On one hand having three shield generators for a CY defense for instance means you can hold particular sides at a time, on the other hand, it spreads your forces over a larger area, covering more vulnerable points to keep the other sides secure.
Everything relates to distance (distance w.r.t. spawns and distance w.r.t. end positions and distance to any natural route in between) and the amount of effort required to get behind a line defending that area. With Light Assaults and Spawn Beacons, that amount of effort is ludicrously low to the point infiltrators have no reason to exist as saboteurs because they're actually worse at sabotage than run-jump-at-random troops. |
||
|
2013-01-23, 11:07 AM | [Ignore Me] #25 | ||
Staff Sergeant
|
If the top of the stairs is hard to break through because it is defended, maby it would be one way of making galaxy drops appreciated again. Deploy a squad and flush out defenders from the top down?
Small outfit / squad mission right there. Now, if only half the droppers didn't randomly die on impact... |
||
|
|
Bookmarks |
|
|