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2012-04-29, 04:35 AM | [Ignore Me] #16 | ||
Colonel
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I don't understand this point. Could you explain that? I've played most of the COD games and BF games and I'm unsure what you mean.
Most of the HA guns (except the TR one) were designed for close range. MA was more for medium range. Basically Planetside 1 took the concept of shotgun vs rifle and exaggerated the statistics for the weapons. Personally I like that design since it makes weapons good for their specific areas. You reward someone for using a shotgun in a hallway and hurt people for using a rifle which increases the complexity. The flipside is for people that prefer realism it looks awkward having the strengths and weaknesses exaggerated that far.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2012-04-29 at 04:38 AM. |
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2012-04-29, 05:09 AM | [Ignore Me] #17 | |||
First Lieutenant
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Plus the vehicle dominance outside and cramped quarters inside meant that few weapon types had much use outside of HA or SA. Thank god they've appeared to have fixed all that in PS2. Last edited by Erendil; 2012-04-29 at 05:11 AM. |
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2012-04-29, 06:03 AM | [Ignore Me] #18 | ||
Master Sergeant
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The thought has crossed my head alot.
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Smed doesn't care about players.If it's fun to him it doesn't matter to players. YT: http://www.youtube.com/user/rainbowwarriorguy |
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2012-04-29, 06:40 AM | [Ignore Me] #19 | ||
I don't understand people who hate on the new infantry game mechanics. PS1's infantry movement was very common in those days. ADS wasn't widely used even in tactical realism games... Battlefield 1942 didn't have it, BF2 did, for example.
I remember Operation Flashpoint which was the 1st game I know of that used this. Call of Duty 1 was the second and I always loved it because it felt much more realistic and intuitive. Since Planetside is a tactical/realism war shooter (keeping in mind it's scifi) it only makes sense to include game mechanics that are commonly used within the genre. I'm not sure if I'd play PS2 very much if it would play exactly like PS1... I'm simply used to better standards now. |
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2012-04-29, 11:35 AM | [Ignore Me] #21 | ||
Colonel
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I did as well. I'd greatly prefer more generalist weapons, weighted towards a certain activity. Not extremely specialized weapons useless outside of its narrow role.
The classic example from most games would be sniper rifles, which tend to be heavily gimped in some fashion while firing from the hip. PS just had a monstrous CoF for it, other games get rid of the reticle altogether, or, in the most extreme, just make it do crap damage like in TF2 or Tribes Ascend. Now, I don't mind reducing its effectiveness, but its still a gun, and still shoots a bullet, and this shouldn't be arbitrarily changed too much. 50% less damage, not 90%. A CoF like MA has, not a CoF that literally does make it hard to hit the broadside of a barn. An sniper should be an okish MA rifle with serious ammo issues when unscoped. |
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2012-04-29, 08:57 PM | [Ignore Me] #23 | |||
Colonel
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This was the bigger problem I believe. The only real close weapons were the dragon and sweeper and NC HA. Then you had medium with a few guns, but the pistols were completely useless.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2012-04-29, 10:50 PM | [Ignore Me] #24 | ||
Brigadier General
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I think Sirisian's point about PS1 exaggerating the differences in situational weapons is noteworthy. I personally don't like the idea of middle of the road weapons like MA rifles being completely invalidated by other weapons. I'd like to see rifles have a stronger chance against HA weapons and have a stronger chance against snipers, even if not being the ideal choice for either situation, while a sniper vs HA at close range would still be just as useless as HA vs sniper at long range.
As Erendil mentioned, PS2 already has the base layout design issues largely sorted out, so we are already guaranteed that more types of weapons and classes will find situations to be useful in, but I still am glad to see PS2's weapons seeming to be slightly more multi-purposed than in the first game. I agree that you should be rewarded for thinking to take a shotgun into a close quarters fight, but I believe it should only be a small part of the outcome of a fight. On the flip side, I'd like to see shotguns not be as useless at more medium ranges. Still very vulnerable to rifles, yet also able to make an enemy want to duck for cover or have to be quick to return fire. A player should be rewarded for knowledge and planning in choosing their load out, but the net return should be across all of the multiple choices, like what other equipment am I bringing, or what grenades am I carrying, etc. This will be a lot more of a factor now that not everyone is able to bring a med app, engi tool and a REK. You should do slightly better in a firefight over someone who wasn't thinking and brought a rifle to a CQC fight, but where your load out and planning skills should really shine is across your entire load out and how it helps you and your empire from one spawning/equipment change to another. |
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2012-05-04, 12:44 AM | [Ignore Me] #25 | ||
Colonel
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Heavy Gear had the most realistic missile-swarm and smoke-trail physics.
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Bagger 288 |
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2012-05-04, 03:49 PM | [Ignore Me] #27 | |||
Anyways, I loved Planetside 1, everything about it. But I have to agree, moving on to shooting mechanics more similar to BF3 just makes more sense for the game to flourish. I think modern shooting mechanics are more fluid and reasonable. In planetside there was no recoil or muzzle drift, to simulate that your gun just became progressively less accurate. In the future wouldn't the guns be more accurate? Something like the old PS system leaves a lot of the gunplay to chance, with the cone of fire increasing so dramatically and without recoil you are sometimes at the mercy of chance that your bullets would hit the target. Sure this encouraged firing in bursts but so does having recoil in a modern shooter. I love iron sights but to me they have one problem I would like to see not carried over to planetside. In CoD for example being in your iron sights basically means your shooting a pinpoint accurate weapon, even at full auto. I'd like to see iron sights for the more accurate, pinpoint aiming. but just because your in iron sights should not mean you can unload full auto without losing accuracy. Give the player in iron sights very reliable accuracy for the first 1-3 shots then let it deteriorate. My point is, whether your in iron sights or not, you should need to fire in controlled bursts to maintain accuracy. |
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2012-05-04, 06:36 PM | [Ignore Me] #29 | ||
Corporal
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Considering that rifles are obviously deadlier at short and long ranges now (not sure how I feel about short range, but I always wanted MA to be better at long range), the devs are going to need to adjust HA the same way.
Imagine PS1's Jackhammer up against PS2's rifles, combined with the more open base designs. The Jackhammer would be next to useless. |
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2012-05-05, 03:44 AM | [Ignore Me] #30 | ||
Contributor Corporal
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I'm definitely glad to see rifles playing a larger role in ps2 than they did in ps1. That said HA should still be something to be feared in close quarters. Lower ttk means though that if you can get the drop on them you can take them down before they have a chance to retaliate.
I agree with most of you here, BF3's gunplay is excellent except for it's ridiculous bullet drop. I'm shooting a gun not a paintball marker, my bullets shouldn't be dropping after 50 feet |
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