Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Do you understand the words comin outta my mouf?
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2004-02-10, 12:20 PM | [Ignore Me] #16 | |||
First Sergeant
|
|
|||
|
2004-02-10, 12:24 PM | [Ignore Me] #17 | |||
First Sergeant
|
But seriously, I have always hated how easy it is for some hart droppers to take back that tower you just spent 30 mins trying to cap, etc. There is no real feeling of front lines in the game because of it. There's always a way to get around defenses with the hart. I would love to see them change it. Good idea Vet. |
|||
|
2004-02-10, 01:57 PM | [Ignore Me] #21 | ||
Major
|
+1 for only being able to HART in/near friendly SOI's.
Perhaps we could get a new vehicle or add a feature onto an old one (LS/AMS would be good candidates) that would act as a moble HART-pod landing zone. Even a beacon (a pistol-slot deployable simmilar to a Router telepad) would work, allowing an Infiltrator to sneak in and set up a landing zone for the rest of his team. |
||
|
2004-02-10, 02:14 PM | [Ignore Me] #22 | ||
Hmm, do I smell additional command rank abilities?
Allow a CR to call in reinfocements. This ability would be available for use every 20 minutes. When triggered the CR5's current location triggers an active landing zone. This zone has to be outside of an enemy SOI. The next time the HART leaves, following the request for reinfocements, players will have the choice of any friendly SOI, or the CR designated landing zone. This request will also redirect every Instant Action for a short period of time, say 3-5 minutes. If there are multiple zones available, the person who is instant-actioning, will be able to choose. |
|||
|
2004-02-10, 02:18 PM | [Ignore Me] #23 | |||
First Sergeant
|
|
|||
|
2004-02-10, 02:25 PM | [Ignore Me] #24 | ||
Private
|
I agree that it's harder to make a decisive battle. It's always a 3 way lock. I'll give a for instance. Last night on Cyssor, we had the VS pushed back to 3 bases from a waygate. My squad leader decides to do a Spec op. We sneak into the base next to the waygate and blow the gen. Then set up to push back the invaders. As luck would have it, about 1 min after we kill the gens (elimiinating the spawn tubes), The NC zerg shows up and we occupy the base (it was an accident that couldn't have been planned better). Now we've got VS all but cut off and make a big push to get the other 2 bases.
What happens? TR notices a lower count of NC at other bases and starts back hacking us right away. The result? We have to pull out of the push we're in to keep from being wiped off the map. End result? Return to a WWI style status quo. We've got the trenches and they aren't moving. I really think that 3 sides are too many for this style of game. |
||
|
2004-02-10, 02:35 PM | [Ignore Me] #26 | ||
Nobody is whining. This is polite discourse.
__________________
"Blessed are the Peacemakers, for they shall be called Sons and Daughters of God." - Jesus Christ "Blessed are those who Hunger and Thirst for righteousness, for they shall be satisfied." - Jesus Christ PlanetSide player, retired |
|||
|
2004-02-10, 03:07 PM | [Ignore Me] #29 | |||
Major
|
|
|||
|
|
Bookmarks |
|
|