Forums | Chat | News | Contact Us | Register |
PSU Social
![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
PSU: Not responsible for loss of girlfriend.
Forums | Chat | News | Contact Us | Register |
PSU Social
![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
![]() |
|
Thread Tools | Search this Thread | Display Modes |
![]() |
[Ignore Me] #16 | |||
Captain
|
If turrets are automated, there's no risk to the engineer in using them; you get free kills without the danger of actually being killed. |
|||
![]() |
![]() |
![]() |
[Ignore Me] #17 | ||
Sergeant
|
I'm really excited to play engineer in conjunction with the Galaxy mobile respawn functionality. With such deep certification trees (6 months worth?), I think there are going to be a lot of gadgets to play with as engineer and medic. Things like motion sensors, mines, cloak bubbles (though we haven't heard anything about these yet). For recon I'd love to see thermal/infrared binoculars so that they're a necessity.
|
||
![]() |
![]() |
![]() |
[Ignore Me] #19 | ||
keep in mind, that changing a class in planetside 2 will be possible at every spawnpoint or terminal.
so we will not be forced to decide which role we will be able to play. we can play all roles without having to specialize. you only have to choose which class you want to update with possible sidegrades or upgrades first. this is only limited by time, so you can max out your possibilitys for every class if you play long enough. i´m still not sure if this is a good or bad thing, but it´s definitely something, most other mmos don´t have. so i wanted to point that out again for all the new privates ![]()
__________________
***********************official bittervet********************* ![]() stand tall, fight bold, wear blue and gold! |
|||
![]() |
![]() |
![]() |
[Ignore Me] #20 | |||
Brigadier General
|
Just make it so that snipers have to attack them from the side/back, or that AV or lots of sustained small arms fire is required to bring someone on a machine gun down, and it should be fine. |
|||
![]() |
![]() |
![]() |
[Ignore Me] #21 | |||||
Captain
|
Last edited by Kran De Loy; 2012-05-15 at 02:26 PM. |
|||||
![]() |
![]() |
![]() |
[Ignore Me] #22 | |||
Brigadier General
|
Side and rear attack is where the use of terrain and other cover will come into play, as it should be. |
|||
![]() |
![]() |
![]() |
[Ignore Me] #23 | ||
Captain
|
I agree with the sentiment that allowing snipers to own turrets from the front would not be good, because it will happen a lot.
Snipers should need to get around onto the flanks, if you want to attack a turret at the front, it should be with tank shells, rockets, grenades, that sort of stuff. |
||
![]() |
![]() |
![]() |
[Ignore Me] #24 | |||
Major
|
![]() |
|||
![]() |
![]() |
![]() |
[Ignore Me] #25 | ||
I will miss spitfires; I don't totally accept the idea that they were risk free. I can remember many occasions where I was dropping them in a CY that was being breached and keeping them up and repaired while getting shot at was far from risk free.
Also if the manned turrets are anything like the advanced CE deployables in PS1 they will be tank bait in most locations other than where they can take advantage of LOS cover from buildings/structures. If on the other hand they can be remote controlled, im thinking Team Fortress 2 turret mechanics with the remote glove, then that could be very versatile and fun to! |
|||
![]() |
![]() |
![]() |
[Ignore Me] #26 | |||
Captain
|
Maybe just make the sentry deployment make it so that no other turrets cant be too close to it if they implement a forward facing defense system on the turret. Something reasonable like 3 meters or so. Also having a turret deployed in a tight crevice is a completely legitimate tactic and shouldn't be restricted. Also thinking more about it, having the turrets being sniped is actually a good thing. I mean when I really think about it, the forward facing defense should still be in place to help deflect small arms and explosives to a degree, but snipers are specifically made to be able to by pass defenses exactly like that a turret set up. Brute forcing you're way through them would also be an option of course, but it really shouldn't be the only option. Last edited by Kran De Loy; 2012-05-16 at 09:17 AM. |
|||
![]() |
![]() |
![]() |
[Ignore Me] #27 | ||
Private
|
Didn't play PS1 so no opinion on whether manned/automatic turrets are preferable. As someone wanting to use the Engineer as a Galaxy pilot, I like the idea of manned turrets though, because if I'm earning XP for spawns from my Galaxy, I want a good way to defend it.
For example, basing this on the base assault in one of the videos in the stickied Information Thread, during the base assault the steady stream of attackers would suggest to me (as a defender) that there must be a Galaxy parked nearby. Take a Light Assault class with a Jetpack and jump over the base walls with an anti-vehicle gun and/or the equivalent of some C4, destroy the Galaxy and stop the attack. To counter this, a manned turret lets you defend your vehicle as an Engineer and forces the defenders to think tactically about pushing the enemy back to the Galaxy, or holding at one point in the base while others destroy the spawn location. |
||
![]() |
![]() |
![]() |
[Ignore Me] #28 | |||
Brigadier General
|
Sniping the turret from the front is easy, considering that it is probably pointed towards the direction you are coming towards it from. You just get in view of it, then headshot the sitting duck. It's not that there shouldn't be multiple ways to take out MANA turrets and their operators, it's that stationary targets are easy pickings for snipers and would turn them into certain death if they had no forward protection. Snipers would be jumping over each other to take out anyone dumb enough to man a turret, and so people would stop manning them. But if there were forward protection, gunners would be safer from the most obvious, most dangerous direction. Snipers could still have a field day setting up on them from another angle other than the front, but this would often take a little more time, giving turret operators a chance to do some good before potentially getting sniped. Last edited by Xyntech; 2012-05-16 at 11:29 AM. |
|||
![]() |
![]() |
![]() |
[Ignore Me] #29 | ||
Captain
|
TBH, upgrading a basic turret (gun on a stick) to one with a metal shield (recuded visibility for front protection) or an energy shield (no loss of visibility for front protection) but be a good upgrade path.
Make more advanced turrets take a little longer to deploy too, or give a reason for gun on a stick types to still be viable. |
||
![]() |
![]() |
![]() |
[Ignore Me] #30 | |||
Contributor Major
|
|
|||
![]() |
![]() |
![]() |
|
Bookmarks |
|
|