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2011-09-18, 03:13 PM | [Ignore Me] #17 | ||
First Sergeant
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I see much comparison/speculation on PS2 TTK vs. a battlefield game however have we considered it will be similar to Halo? Regenerating shields and all ...
I don't think the TTK in Halo is that bad, personally. |
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2011-09-18, 03:17 PM | [Ignore Me] #18 | |||
Captain
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Also, if they go the BF2/BFBC2 route, reviving will be instant. Personally I hope not, but it might end up this way. If this were the case, reviving would be a lot more convenient than squad respawning, regardless of the conditions. You would just sprint under fire and click-revive the dead guy along the way. Personally I still kind of hope that a Gal will be able to land and act as an AMS, with cloak and all the works. As for Halo, I think the TTK there was pretty long, wasn't it? I'm thinking of Halo 1 for the PC, where you could actually aim right. Last edited by FIREk; 2011-09-18 at 03:21 PM. |
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2011-09-18, 04:14 PM | [Ignore Me] #19 | ||
Major General
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We don't know if they didn't put some other static ground spawn mechanic in either. Perhaps a combat engineer will have a deployables that produce spawn points, equipment terminals, repair terms, vehicles terms, cloak fields. Who know.... I want this!
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2011-09-18, 04:52 PM | [Ignore Me] #20 | |||
The concept isn't so bad... i'm certain it can work if it is balanced correctly. That said, i still would love some form of slow moving, ground transport, with deployable spawn capabilities, cloking or not. only problem i can think with that is offering too many spawning options. |
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2011-09-18, 04:57 PM | [Ignore Me] #21 | ||
Major General
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Fixable by adding SOIs to the spawn points just like they do with AMS in PS1. If they do this I hope they add an SOI graphic on the map for the equiptment in the field. It always did suck not knowing where to park my AMS.
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2011-09-18, 05:01 PM | [Ignore Me] #22 | ||
Lieutenant Colonel
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Yup, I put out some (too) long messages in the vehicles thread but my conclusion from thinking about PS2 is that we don't know enough and cannot conclude anything (except that it will be a very different game than PS1).
With almost 10 years of PS1 and forumside experience plus ideas copied from popular games, making a bad game would be quite surprising. SOE cannot afford to fail anyways... PS2 is a hail mary. Let's be positive, constructive and expect a great game ! If SOE is dedicated to make this work, they will make it work. Worse thing that happens is that PS2 will not appeal to PS1 players but still be a huge success with the BF/COD/Other FPS crowd. PS2 is the only innovative FPS set to come out in the near future and what we want is the MMOFPS genre to be successful and become the new standard in FPS games ! For that single reason, I hope SOE will succeed. |
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2011-09-18, 05:02 PM | [Ignore Me] #23 | |||
Captain
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It would make sense - the Gal, an air transport, is used for spawning, and the same goes for its ground-based counterpart... |
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2011-09-18, 05:12 PM | [Ignore Me] #25 | ||
Captain
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Yea I am starting to think that this game is going to be SOE's version of BF/CoD on a MMO scale,the accountants at SOE see the numbers those game hit in sales and get all giggly,SOE needs a big seller and this is what they are betting on.
I don't blame them but I will be shocked if this game is anything like the original by the time it hits release and I will probably still play and have a blast,thats what SOE is betting on. |
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2011-09-18, 05:14 PM | [Ignore Me] #26 | ||
Lieutenant Colonel
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No more slow transport please...
We do not know how they plan the game but if we do have large maps, slow transport would be painful. Just like a 10 minute HART timer. If the AMS-Galaxy and the AMS-Sunderer both need an equivalently hard to get cert, both should be comparable in utility unless one is meant to be inferior than the other by the devs (and then lower resource costs would compensate for the inferiority). Now if the sunderer is plain bad like PS1, we'll need to be forced to use it (ie. only ground ams vehicle) or we will not use it. In PS1, slow transport with too many other better options killed the ground transport cert. |
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2011-09-18, 05:24 PM | [Ignore Me] #27 | ||
Major General
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I have a feeling the maps (not sure maps is right word since environment will be seamless) aren't going to be quite as large as PS1. I'm just thinking this is the case due to the comments Higby made on the audio from the lunch interview last week.
Last edited by Crator; 2011-09-18 at 05:26 PM. |
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2011-09-18, 05:26 PM | [Ignore Me] #28 | ||
Lieutenant Colonel
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More on slow transport.
In PS1 resecuring was also painful because it was hard for most of the players (ie. the zerg) to redeploy and defend: you mainly had the choice between aircav or thresher or recall/drop or recall/galaxy. For a casual player who is online 30 minutes, why should he bother to spend that time not shooting at something ? However, in PS1, I think it was meant to be like that though because it was complicated for the attackers to get there too. And there were ways to get there faster if you thought about it in advance (eg: matrixing in a close base). But for the zerg, it was hopeless. That's why I think mobility is key if they want a faster gameplay. People should spend less time "on the move" and more time "on the trigger". Of course, some strategic value may be lost but there is no reason another type of strategic choices could be offered to squad/platoon leaders. If you read until this point, thank you ! |
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2011-09-18, 05:32 PM | [Ignore Me] #29 | |||
Captain
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He either said the maps will be bigger, or that, with the new territory control system, there will be a lot more actual contestable real-estate, which may mean that the maps will be slightly smaller. Which might be good in itself, as it would make battle much "denser" and we would "feel" the massive amount of players more. |
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2011-09-18, 05:33 PM | [Ignore Me] #30 | ||
Staff Sergeant
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What part of "It is not meant to be your primary respawn method." don't you understand? If the devs don't want it to be the main source of spawning, the guess what, IT WON'T BE THE MAIN SOURCE OF SPAWNING.
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