Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Hamma is omnipotent.
Forums | Chat | News | Contact Us | Register | PSU Social |
2012-06-06, 02:37 PM | [Ignore Me] #18 | ||
First Sergeant
|
So much theorycrafting, speculations, and end of the world scenarios have been popping up like crazy from these E3 vids.
-This is beta still -Its not balanced -Its an unorganized group of press playing -There hasnt been any LARGE battles to test any of this stuff -Not everyone plays the same style -This is still beta and its unbalanced -Read line above -Then read it again |
||
|
2012-06-06, 02:43 PM | [Ignore Me] #19 | ||
Captain
|
Yea blood or just make it where you can drop your own ammo packs for teammates or you have to go to a terminal/galaxy. This is classic PS1, it makes you have to be smart and a good player, not just fire your rounds off like a jackass cause you have an unlimited amount. Yes the game isn't close to finished yet, and I am happy for the most part, but any chance we have to fix what I call dumbing down the game should be taken advantage of to the fullest.
|
||
|
2012-06-06, 02:48 PM | [Ignore Me] #20 | ||
Major
|
Engineers get a lot already and will always be getting more and more goodies.
Light assault has a lighter armament and armor ,and while I'm against jetpacks and ammo drop, I still say it can be broken up to more diversify the class. Light Assault is Agile Armor, and that means one of the more frequent types. Right now they are just a bit more mobile at the expense of dieing sooner and killing slower than Heavy Assault. They need more tactical variations, like ammo drop, but make them just give up the jetpack for it. Bam, problem solved. No more ammo camping on rooftops. Engineers just need more bigger, better, longer time to create objects. I wanna see them get other stuff than ammo. Doesn't fit nearly as well as miniature bunkers! |
||
|
2012-06-06, 02:51 PM | [Ignore Me] #21 | |||
Captain
|
|
|||
|
2012-06-06, 02:53 PM | [Ignore Me] #22 | |||
Brigadier General
|
I thought they were considering giving the ammo packs to Heavy Assault. Maybe they changed their minds? I think that would be a better idea. It would separate them that much further from MAXes.
Last edited by Xyntech; 2012-06-06 at 02:56 PM. |
|||
|
2012-06-06, 03:04 PM | [Ignore Me] #23 | ||
First Sergeant
|
I agree to both solutions. However I can't see which one is the better.
One on hand, there would be a reason to get an engineer other than repairing that MAX in pain(or PAYNE!)... Wait what is the role of the engineer again? On the other hand it could be an ammo mule that supports others from the front rather than the back/flanks. ...I say give to engineer. As for the LA Jumpjet, I say it should have two configurations like the cloak. A higher thrust for a lower time in the air, and a lower thrust for the higher time in the air. Last edited by ThermalReaper; 2012-06-06 at 03:10 PM. |
||
|
2012-06-06, 03:06 PM | [Ignore Me] #24 | |||
Contributor Major
|
This is a non-issue. An Engineer parking a turret by a capture point and being able to resupply himself, though, is way worse. And I say that as a fan of Engineers. |
|||
|
2012-06-06, 03:10 PM | [Ignore Me] #26 | ||
Major
|
Well, I suppose the biggest issue you have, is probably the same issue many of us have.
How Ammo Drops work. We don't wanna see a Battlefield type ammo drop happen, where it just reloads everyone in the vicinity. Would it be better if we turned ammo drops into something that only refills a bit of ammo for the person who picks it up. Maybe have it that you have to "use" it, to pick it up too. Also have it not refill completely, just gives you a chunk of ammo. And to top it all off, have an ammo box itself be a form of ammunition, refillable only at an equipment terminal. Maybe we should start a thread on how we want it to happen so it doesn't become the over the top ammo refill? |
||
|
2012-06-06, 03:20 PM | [Ignore Me] #27 | ||
General
|
As Bags said, the Light Assualt can jump around and reach places most people can't. Why should it be able to self-sustain itself?
If a handful of people organized as LA they could make themselves a hornet's nest and harass enemy from a superior position almost indefinitely. It's likely that the majority of areas would be bombarded by aircraft but that's something that's not even a threat to them. At one point in the stream I saw a Light Assault escape an engagement then jumppack above the threshheld he had just came from and drop an ammo pack then wait for the enemy. The engineer might have too much already. But it just doesn't seem to operate correctly with the LA. What is a light, jumppacking, infantryman doing with boxes of ammo anyways? |
||
|
2012-06-06, 03:41 PM | [Ignore Me] #28 | |||
Sergeant Major
|
|
|||
|
2012-06-06, 04:29 PM | [Ignore Me] #30 | ||
Master Sergeant
|
I like giving an additional role to light assault. I think the engineer is going to be heavy enough as is, especially if they go through with the limited schematics design.
However, while I think we need to look closer at the light assault class before we judge it, it won't hurt to brainstorm a few methods. 1. Light assault as supply point. While he is resupplying friends, he is kneeling, unable to move (except he can rotate and look around) and he can't shoot. He takes several seconds to pack and unpack his kit, has a small radius around him (maybe 5 yards?) where friendly's are gradually resupplied, the closer they are, the faster they receive ammo. Does not replenish grenades or c4 (unless, maybe upgrade? Keep the resource costs in?) 2. Drops one resupply crate. Large, doesn't move, has limited supply of ammo, can be destroyed by enemy fire. Maybe have an upgrade that allows a soldier to pack it up again, perhaps a slow regeneration rate for supplies. 3. very limited supply of ammo packs. Maybe 3-4. each pack will partially resupply a soldier's ammo supply, maybe providing a couple magazines each? Definitely no grenades then. We could also experiment with just leaving light assault out of ammo supply, or limiting what they could get. Honestly, I think concerns about this may be over blown. Light assaults seem to have mostly shorter range, lighter weapons, and very little protection. I saw plenty of people try to hop around roofs in the demo, very few achieved any real effectiveness. Either they were picked off by heavier soldiers on the ground, ambushed by other light assaults, or killed by aircraft. Not to mention, there's the golden rule of Planetside: everyone dies. Somehow, someone is going to notice a guy on a roof pretty quickly, and can spec out in such a way where it's easy to wipe him out. I think as long as the resupply process is limited in some way or another, this will work fine. Every class seems to have at least two different roles, combat and support, and I think that's an excellent strategy that gives each class a lot of depth. Also, one more thing: a personal favor, and I know I'm probably asking too much: could people really stop talking about how changes are "dumbing down the game?" It's unhelpful, completely subjective, and it annoys me. It automatically puts changes in a negative perspective (deserved or not,) does nothing to promote discussion or productivity, and doesn't really call upon any rational or logical argument. Besides, its not like every gameplay facet of the original was completely intellectual, and many of these changes may actually add new depth to the game. |
||
|
|
Bookmarks |
|
|