Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Try us.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
View Poll Results: Longer HART times? | |||
5min is great for my ADD, have to be there right away personality | 16 | 27.12% | |
10min, oldschool + social time all the way, bring back the "LFSM, have a gal" /b's | 32 | 54.24% | |
greater then 10 min, galaxies/phantasms, player relying on players for the win | 11 | 18.64% | |
Voters: 59. You may not vote on this poll |
|
Thread Tools | Search this Thread | Display Modes |
2004-09-03, 10:07 AM | [Ignore Me] #16 | ||
Corporal
|
The new players might not have the extra certs to have a vehicle and still have good weapons. they don't have an outfit and instant action isn't all that reliable. For me starting out as a grunt, the HART was the way to go. if they do make it to 10 minutes, they should make the hart wait longer so people just spawning have a better chance of getting to it before it leaves. Although when i was waiting for the HART, I got the Idea of putting an small Arcade in the HART building to pass the time.
|
||
|
2004-09-03, 11:29 AM | [Ignore Me] #18 | ||
Sergeant
|
10 minute timers are good. if you want faster, walk to warpgate, or maybe devs should add ziplines to the gates or them little portal things for those wanting faster travel to the gates. it was really boring in sanc a few months ago when the timers were dropped to like 1 minute, nobody was ever there talking. Maybe make tham different in each hart villa, like northwest=5 min, northeast=10 min, south=15. That be where we'd assemble our raids and such Just a thought
|
||
|
2004-09-03, 11:45 AM | [Ignore Me] #19 | ||
Major
|
I think Juggalokilla may be onto something, maybe have the HARTs depart every 5 minutes, but it only arrives at one Villa. You'd get a little Flash of "HART arriving at South Villa: 1 minute" � la Tower caps.
ie. South Sanc gets a HART arrive. 5 minutes later: East Sanc gets a HART arrive. 5 minutes later: North Sanc gets a HART arrive. Repeat.
__________________
|
||
|
2004-09-03, 12:19 PM | [Ignore Me] #20 | ||
Contributor Major
|
Im all for 10+ on hart timer. The only downside to that in my opinion, is if you are part of outfit squad, and they are allready on cont. You have to wait to get down to them. And for people who say, im not waiting, dont. Use IA to get to a fight ASAP.
|
||
|
2004-09-03, 12:20 PM | [Ignore Me] #21 | |||
Lieutenant General
|
designated squads full of gal pilots shuttling people from friendly bases to enemy towers/bases. |
|||
|
2004-09-03, 06:13 PM | [Ignore Me] #24 | ||
As someone who bitched and moaned quite loudly when it was changed to five, I'd rather it stay there, much easier to link up with my outfit when the hart is available. I think some of youare a little bit overly optimistic (read = delusional) about what would happen if they pushed the hart timer up to ten minutes. In reality, I think it would just encourage players to cert single person vehicles such as reavers to let them go where they want to when they want to, instead of tanks and other multi-person vehicles.
__________________
{BOHICA} |
|||
|
2004-09-03, 09:49 PM | [Ignore Me] #27 | ||
Sergeant
|
Wait wait wait...people use the HART?
Instant Actions usually brings me where I want to go, and I find flying a Mossie through a BWG far safer then dropping into a possible enemy minefield/tank convoy. I really liked the longer HART timer cause when Instant action was broken and there were no BWGs it gave me time to chat. Now I see constant action and tend to keep quiet
__________________
"You can have my gun...when you pry it from my cold dead hands!" "It isn't survival of the fittest. It's survivial of those who take advantage of those who are fit." "Your fate will never change...I'm erasing you!" "Speak not of power until you have beheld it's truest form" |
||
|
2004-09-03, 10:32 PM | [Ignore Me] #28 | ||
Lightbulb Collector
|
I'd like to see more people dropping in to battles. 10 minutes.
__________________
The gun katas. Through analysis of thousands of recorded gunfights, the Cleric has determined that the geometric distribution of antagonists in any gun battle is a statistically predictable element. The gun kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increase to lethal proficiency makes the master of the gun katas an adversary not to be taken lightly. |
||
|
|
Bookmarks |
|
|