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View Poll Results: Do you like the idea of "speeding up" the game | |||
Yes | 48 | 22.22% | |
No | 76 | 35.19% | |
Too early to have an opinion | 85 | 39.35% | |
I don't care either way | 7 | 3.24% | |
Voters: 216. You may not vote on this poll |
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2012-05-18, 08:32 AM | [Ignore Me] #17 | |||
Colonel
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1. Adapting to succeed 2. Adapting to enjoy The first one, most people can adapt to. But not everyone can adapt to enjoy a faster pace if they do not. This is why when I play Battlefield 3, I might do just as well in KDR and points as I would have in BF2, but I quit quickly because I'm tired of it - the pace was too fast to play all night long. Last edited by Stardouser; 2012-05-18 at 08:34 AM. |
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2012-05-18, 08:32 AM | [Ignore Me] #18 | ||
TTK on infantry and vehicles is super low. I was pretty surprised at how fast it is. I don't know that I like it, but I guess we'll see how it goes. Either way, it's pretty disconcerting seeing people at medium-long ranges get taken down in a handful of bullets.
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2012-05-18, 09:20 AM | [Ignore Me] #19 | ||
the ttk was the only thing that got me. looked very fast. as for everything else i cant see a problem. if anything there need to be more team work. if you have to take multiple objectives not it will be good for a number of teams to get ready then all attack at once to him multiple targets at once. this will be very hard to defend against and require good team work and good communication.
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2012-05-18, 09:51 AM | [Ignore Me] #20 | |||
And also if you wanna play a game all night long, you need to be able to relax a little and coordinate with your squadmates. Last edited by Sturmhardt; 2012-05-18 at 09:53 AM. |
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2012-05-18, 09:58 AM | [Ignore Me] #21 | ||
Private
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While I can empathize with your concerns, I actually like to faster ttk. You won't be able to just run around like a lunatic in your mbt or with your boots. You will need to take your time, move slower and use squad and company level tactics to achieve your goals.
It's all in the preparation, much like our real militaries you will have to prepare your squads and tactics before hand, so when things start going down you can react fluidly. Less micro command and more macro. Tanks will have to use hull down more often and shoot move tactics to survive. Most importantly the game will play like a shooter and not like an mmo( like original ps). I can't count the number of time i snuck up on a HA user in ps empty a clip into the back of their head just to have them turn around and kill me because they basically had " bigger boots" then me. IMHO faster ttk puts more emphasis on preparation of tactics at that level, giving coordinated outfits an edge. Strategic level planning is basically unchanged. Just be glad the ttk isn't like arma or other sims, regardless can't really know till it's out or you get into beta. Looking forward to see how that pans out. |
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2012-05-18, 10:07 AM | [Ignore Me] #22 | ||
Lieutenant Colonel
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I think it is to fast, especially the flimsiness of the armor.
Part of the joy and attraction to PS1 was you could survive an encounter and get away. Unlike other FPS games where one or the other was sure to die. This is how rivalries are made, how the tug-of-war is created. Endlessly cycling in a death/spawn cycle does not make for those epic moments PS1 provided. Line up two opposing sides of tanks, in a line. If more half of the tanks on ether side are gone in the first volley, its too fast. As it stands now, there seems to be no outcome for any encounter other than one dieing quickly. No repose, no chance of escape for ether combatant, no shootout situations, no area denial, no epic moment other than increased kill count. I want more than kill count and Death/spawn cycling. On another subject, I find the removal on reliance on other troubling. Nothing should auto-anything in this game. Nothing. Every action should require an action by a player. If you get taken to half health, you should stay at half health until someone heals you are you visit a med term. This shield system needs to go, or become an elective implant. Last edited by MrBloodworth; 2012-05-18 at 10:10 AM. |
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2012-05-18, 10:27 AM | [Ignore Me] #23 | ||
General
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Here's a theory.
The TTK might be as fast as it is right now because they don't have the numbers to test it on the actual scale. So when we get into beta and have the 600+ player battles at a base we should see a necessity to have the TTK increased if it is not scaled up already. Being able to survive encounters is probably more important than getting quick kills for the overall gameplay experience and player retention. (could be argued all day) |
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2012-05-18, 10:46 AM | [Ignore Me] #24 | |||
Private
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As to your engagement survival statement, I believe that a change in tactics can achieve similar ends as an increase in ttk. We will just have to play differently, and be more cautious. |
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2012-05-18, 11:13 AM | [Ignore Me] #25 | ||
i really hope the ttk is just an alpha thing to compensate for low pops.
it really has to be longer to fully enjoy all the weapon features of planetside 2. this is my only concern right now, that could be a total gamebreaker and spoil the planetside experience. beta will show if it´s really an issue, and i hope our feedback will change the ttk to something closer to the original. speeding up the game is ok, but the ttk is the wrong spot for this. the removal of death penalties, the sanctuarys, and the addition of spawn on squad are all speed increasing features. i think this is enough. i don´t want medics to ONLY be useful as revivers because there are only full health soldiers or dead soldiers, and nothing in between.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2012-05-18, 11:33 AM | [Ignore Me] #28 | ||
Colonel
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Squad leader only spawning should be standard really. BUT, that aside, unfortunately I heard rumors that the SL might also be able to spec into allowing all squad members to spawn on all squad members. If that turns out true, it's very very bad and increases game pace too much.
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2012-05-18, 11:38 AM | [Ignore Me] #29 | ||
i would assume the squad leader spec would enable the squadleader to set the spawnpoint on any any team member like giving the spawnbeacon away. so he can steer a little where his squad will spawn. i don´t think it will unlock every single squadmember as a spawnpoint.
like sl is standard spawnpoint until someone in the squad screams that he is in a good position. then the sl can switch the spawnpoint away from himself to this squadmember. a simple "unlock all members as spawnpoints" would suck
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! Last edited by Shogun; 2012-05-18 at 11:41 AM. |
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2012-05-18, 11:55 AM | [Ignore Me] #30 | ||
First Lieutenant
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The magrider died way too fast. It took two hits from a vannie to get it (one rear, one front) and the vannie itself was critically damaged (flames) by about 6 seconds worth of fire from the AA gun ontop of the magrider to the frontal armor.
I think a rear hit should do a very large amount of damage as it encourages a more layered battle, with tanks actually forming lines which prevents it all becoming a clusterfuck. I just can't see the tank combat being rewarding if it takes 3 front hits to take you out as it does in battlefield. It becomes less about managing damage and more upon who was unlucky enough to get 2-3 tanks shooting them at the same time. I definitely think the MBT's should be able to take serious punishment to the front, it simply makes tactics more rewarding. The Lightning also seemed to cripple the magrider, it should have killed it if it had aimed a few shots a little better. Last edited by 2coolforu; 2012-05-18 at 11:56 AM. |
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