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View Poll Results: What base defenses would you like to see changed? | |||
None. Base defenses are fine. | 4 | 8.00% | |
I'd like to see Turret's damage increase against Infantry. | 0 | 0% | |
'd like to see Turret's damage increase against Vehicles. | 0 | 0% | |
I'd like to see Turret damage increase against both Infantry and Vehicles. | 4 | 8.00% | |
Dumbfire rocket turrets | 8 | 16.00% | |
Lock-on Single shot at a time rocket turrets | 2 | 4.00% | |
Combo bullet/rocket turrets | 18 | 36.00% | |
Something else not polled here | 14 | 28.00% | |
Voters: 50. You may not vote on this poll |
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2003-08-31, 05:13 AM | [Ignore Me] #16 | ||
Staff Sergeant
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what changes to towers and bases? easy. towers and bases. there is just about nothing I can think of as far as defenses or defensibility of current buildings that does NOT...SUCK...ASS. from the piss-poor better-off-unmanned turrets to the structure of the bases internal sections, to the little lip on the edge of the fugging catwalks of the base, every last thing seems to totally blow chunks for defense. wide open back door leading almost straight to the gens? check. totally exposed non-defensible courtyard? check. mind-numbingly large entrance to base with no form of barriers or emplaced defenses? check. total lack of NTUs on a tower where as a gigantic self-gen-powered (and thus gen vulnerable) base will go neutral at the blink of an eye during heavy fighting? check. capability to make MAXes at a tower as well as a base, only easier at a tower? check.
I think by now you get the point.
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It takes a real man to wear purple on the field of battle! |
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2003-08-31, 05:19 AM | [Ignore Me] #17 | ||
Ok, so you would just make each base utterly impossible to gain then? Without all those things the base gets locked down with little more than a squad commanding it.
This game revolves around the fact that bases change hands more than your mother changes your diapers. Unless your squad/outfit specifically stays at the base to defend it, you're going to have to deal with the fact that that base will be hacked shortly after you leave it. What I want to see in bases and towers is a sensor net around the perimeter of the base. Once you own a base you should be able to see any enemy coming in, stealthers crouch walking not included. Patroling the perimeter of a base is something people rarely do. This will eliminate that aspect and give the base more of a sense of ownership.
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Commanding Officer To the next idiot who says the PS2 Devs do not listen: See this Thread |
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2003-08-31, 09:34 AM | [Ignore Me] #19 | ||
First Lieutenant
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I just wish the turrets worked a little better. They seem to work real good against mosquitos and reavers but pretty much anything else it's just a mild annoyance. It'd be nice if they had some actual power behind them, they are destructible after all.
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*signature eaten by feral snails* |
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2003-08-31, 05:39 PM | [Ignore Me] #21 | ||
Staff Sergeant
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Ok, so you would just make each base utterly impossible to gain then?
to which I respond Ok, so you would just make each base utterly impossible to defend then? an exaggeration on my part admittedly, but no more so than on your side as I'm using, almost verbatim, your words. nobody bothers with defense in planetside right now. there is no incentive. defense blows, the structure defenses blow, and the exp 'carrot and stick' for it blows as well.
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It takes a real man to wear purple on the field of battle! |
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2003-08-31, 07:43 PM | [Ignore Me] #22 | ||
Major
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Actually some of us do bother with defense, maybe you're too caught up in a personal mission to get as much XP as possible to stick around and get some kills. Personally, I'm not a huge fan of the zerg battles so I don't always push on to leech XP off the accomplishments of others. I've found that staying back to defend a base is usually the best way to get some nice firefights happening, as well as the satisfying feeling of knowing my squad is actually making a difference.
If you had bothered to stick around at a less busy part of a continent and defended a base with your outfit mates you would see that bases can be defended quite effectively as long as there aren't overpowering numbers. One squad can easily hold off 2 or 3 enemy squads by setting up ambushes and not giving up. Inside the front doors of most bases there are an abundance of tactical opportunities (my personal favourite place to defend is the main floor of a tech centre) and you will probably be surprised to find that you get a lot more kills on the defensive than you do in an offensive-- provided you use your brain, and have a little patience. Anyways, it would be nice to get some more XP for defending a base, but then again if you let them get to the CC occasionally you can flip it back for pretty decent XP considering the fact that you don't have to sit on your ass waiting for 15 minutes to collect it. All in all, I think defending bases is a lot of fun and it's really too bad there are so many players like you who just don't have the patience or brains to make it a part of their daily activity. It would be nice if they spiffed the XP to make it more popular, but then again I'd rather hold the fort with 7 outfit buddies than a whole whack of n00bs trying to get on the gravy train. Good hunting, -Jagd |
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2003-08-31, 08:55 PM | [Ignore Me] #24 | |||
Major
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What are you talking about? Like everyone else here, I made a snap judgement about you (that you're a zerg slacker) and decided to bait you. You're the one who exaggerates so much it makes your points ignorable.
-Jagd |
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2003-09-01, 12:00 AM | [Ignore Me] #25 | ||
Lieutenant Colonel
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[rant]Okay, this is NOT a Flame thread. It is only for people's opinions. If you don't like another person's opinion on defense of bases and towers, TOUGH SHIT. Keep your fingers away from the keyboard.[/rant]
I myself, don't mind staying behind in a turret waiting for a helpless soldier to come along. I always carry engineer, so this is no problem, usually. My problem is that a MCG can take down a soldier fast that you can say lasagna, yet these turrets, which can take out a vehicle EXtremely well on atuo, takes 10 seconds to take out a soldier. That's why I want rockets on my turrets. Peeps run for hiding when a turret starts firing at them now, but, (and this is my thought), they don't say to themselves, "Oh shit, I'm fucked." Heck, I don't even think that when a lone reaver is attacking me, but maybe some rocket defense would make things more interesting. That's all I want, more interest in defense. Most people, not all, but most, participate in a base attack, then when the base is taken, they usually move on right away. Some people might set up mines and spits, but, (and this is what I have personally seen,) I hardly see any Spits or mines, and if I do, it's like 100 all one one frikin base. And YES, there is some incentive to defend a base. for the 10 minutes after a hack has completed, and for the amountof time an emeny has a hack on the base, the server is counting all the UNIQUE kills made within that SOI. That means, every individual, not the same guy killed over and over. When your side rehacks back that base, you get an amount of exp equal to unique kills time a certain number, devided bu the amount of people in your squad, and if you have lesss than an eight man squad, the experiance is lessened because of that as well. That's why running as a 8+ squad is the best thing to do. Now, I don't remember the exact details of experiance, but I know the read me on it is in the Planetside game folder somewhere. But this gives you an idea. FYI, the experiance for a base hack runs as follows, or closely.... The server counts all UNIQUE kills made within a SOI for the 25 minutes before a hack is completed, and the more Unique kills, the closer to the max experiance you come. I think the max exp for a base hack is 5000. I once got that and I was Solo at the time. |
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2003-09-01, 03:55 AM | [Ignore Me] #26 | ||
Staff Sergeant
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congratulaitons Jagd, you've posted another message. epenis ++ for you. now when are we gonna get away from your personal attacks and back on topic? ya know, 'What changes to base and tower defenses would you like to see?'.
I've answered the question. how about you?
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It takes a real man to wear purple on the field of battle! |
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2003-09-01, 05:46 AM | [Ignore Me] #27 | ||
Staff Sergeant
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Turrets are in dire need of 2 things:
1) Have a better arc of fire above the turret (being able to shoot stright up if nessisary ) 2) MOST IMPORTANT!!!: A second fire mode, with lock-on, anti-air missiles!. 3) Possible a third fire mode for lock-on, anti-vechical rockets. I think that if an enemy vechical/aircraft can hit you, you should be able to hit it back (barring terrain cover).
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2003-09-06, 08:29 PM | [Ignore Me] #28 | ||
Major
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Like I said, no changes necessary. Keep the zerg on the move and I'll do my thing like I always do.
What would be nice though, is if they calculated the median number of kills by each empire during a base cap, and gave XP bonuses to those scoring on the higher end of the curve, and penalized people on the bottom who were just there wasting space. This would be independant of squad experience-- ie: you'd get your squad XP then right after that would be an individual bonus or penalty based on how well you did for kills in relation to the rest of your empire. If they used that system for spiffing resecure experience, that would solve two problems at once. |
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2003-09-07, 03:06 AM | [Ignore Me] #29 | ||
Staff Sergeant
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wouldn't that adversely affect background classes? someone running an ANT, or an infiltrator that did all the hacking, or someone who actually stayed at their AMS to stop enemy infiltrators from hacking it? (though I swear that last one is an extinct breed) they're not getting any kills, but if the enemy jacks your AMS the entire offensive can fall apart.
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It takes a real man to wear purple on the field of battle! |
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2003-09-07, 04:55 AM | [Ignore Me] #30 | ||
First Lieutenant
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Meds and engs get shafted by that.
Blast doors that raise out of the dirt and close off the main entrances when a hotspot in the SOI or the relevant tower is produced. A tank or buggy will open the blast doors automatically so they can get out then closing afterwards. The blast doors can be hacked like a normal door but take as long as a tower to hack. This would make snipers effective instead of just a pain in the ass that takes some health from you occassionally, as they would be necessary for keeping the walls clear while the blast doors were hacked. Intrusion detection when a door is hacked. Most noteably should be xp for defending: Holding a base before a successful hack = 25%xp the hacking empire recieves. I know, xp given when you lose? preferrable to getting 2 4-5k hacks and then swamping every other base on the continent in a matter of seconds as the enemy has gathered their shit and gone somewhere else. Forcing a battle out of the SOI = 50% of equivalent xp that a hack would've produced. I can remember few times playing this game on 3 servers when the defending team has won a battle. Not a small 1, but stopped an entire attacking zerg and sent them packing, I think I was always the 1 sent packing . There should be xp for defending like that. A record is kept of a Deployed AMS telling how many times respawns have occured at it. Bonus awarded similar to a hack bonus when it is destroyed (obviously much less xp, around 800 should be the maximum allowed). Make BR and CR require 150% of current xp to gain each level. No bonuses for towers. Before anyone says that I am an xp whore, I would say I am not. I am the guy who defends every base, every step of the way up until the point I am back at sanctuary. But most people just leave when they lose a base or 2. They need an incentive to stay and defend, xp would make the zerg defend as they get something out of it. You could even give empire xp bonuses for holding a certain base for a certain number of days. Not much, but something to make people goto a deserted continent and stop the solo squad who is hacking everything. Make it the dropship centre, you hold it for 48hrs, every character for that empire recieves a 1000xp. And nerf the fuckin beamer, damnit! |
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