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2012-06-09, 02:11 PM | [Ignore Me] #16 | ||
Lieutenant Colonel
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One more poorly balanced super unit thread that figures it can get away with it because there will only be X at a time. There's probably a dozen of these by now and this one doesn't fix or offer anything new.
Great rebuttal. I especially like the part where you demand he support his position with arguments while not rebuking any of his arguments. Classic master stroke, that. Last edited by Talek Krell; 2012-06-09 at 02:12 PM. |
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2012-06-10, 05:29 AM | [Ignore Me] #17 | |||
Private
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Uh, yes, it IS exactly 'one unit'; "an extremely costly, slow moving. flying firebase with the speed of a severely handicapped tortoise" aka flying Biffer. NO, do not want. I would like to see a smaller gunship return (Maximum 4-5 person crew fully gunned), but NOT a flying biffer. Nothing should have more hitpoints than the galaxy. Also it shouldn't have any anti-air capability, that's the job of escort fighters. |
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2012-06-10, 05:37 AM | [Ignore Me] #18 | ||
Major
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Really, if an aircraft bigger than the Galaxy was going to be added into the game, the best it would be is a max of 3x bigger, as a super expensive outfit cruiser or sorts made to hold a platoon, but not carry on the entire war of all the factions together.
You could fit it in, and it could be fun with all the weapons systems on it, but really it'd be more fun working to take it down than piloting it. Which is why something should be added later, but nothing overkill. 60-80 meters, aka, 196-262 feet. Or roughly larger than a football field. Or, the size of a capturable base in length. It's overkill no matter how you look at it. For something to hold 3x the troops as a Galaxy though, 2x the size of a normal Galaxy would work more than perfect and already cover the sky. No need to go out of this world yet. Save that for when they add in space combat, THEN we get our big vehicles! |
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2012-06-10, 07:46 PM | [Ignore Me] #19 | ||
Sergeant
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I have to say that something about that idea just doesn't sit right with me.
Even with a lot of the restrictions being suggested it still sounds incredibly overpowered and has potential to be exploited. The main problem with restricting the number of ANY kind of unit is that there is potential that an Outfit will camp it and not allow anyone else to use it which makes people not in the Outfit feel A: Unneeded and B: Cheated. As said before, if there is anything bigger than a Galaxy it should only be 2 or 3 times bigger and even that is a stretch. |
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2012-06-11, 10:40 AM | [Ignore Me] #20 | ||||
Corporal
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What I meant is that rather then being a total douche about the fact that he does not like the idea, he should say his idea nicely without being an ass. I am perfectly aware of his arguments.
Less judgement, more being nice please. |
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2012-06-11, 03:29 PM | [Ignore Me] #21 | ||
Private
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I'm liking this idea, but it does seem like it would get in the way of normal combat instead of enhancing it, being a giant powerful gunship.
What if it was more of a mobile base than a gunship? It would only have a few guns, relying on a more conventional defense. It would still be a super powerful unit, seeing as it's a giant ship with tons of hitpoints that can be used as a spawn point (and perhaps spawn light aircraft) and can be used as a sort of constant hot-drop. I think this would be a more tactical solution that leaves the enemy feeling threatened, but not farmed, like some said the gunship would do. I really love the ideas about dropping into it and destroying it from the inside. That sounds so incredibly epic. |
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2012-06-11, 05:39 PM | [Ignore Me] #22 | |||
Second Lieutenant
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Basic Mark I Mark II Mark III Mark IV Mark V All hulls are equipped with Basic Modules when purchased. Module Key words: Code: Standard = 100% Enhanced = 125% Advanced = 150% HAWT = High Altitude Warrior Transfer Basic Module Overview: No Upgrade Point Code: Engineering - One Standard Power Generator, One Standard NTU Storage Tank, One Standard Engine Defensive - One Standard Shield Generator (100,000 HP), Standard Armor Plating Offensive - One Forward Heavy Weapon Hardpoint, Two Lateral Point Defense Hardpoints Spawn - One 60 Second Spawn Tube, One Non MAX Access Equipment Terminal, One HAWT Drop tube Hangar - One Small Aircraft Hangar Bay (hangar door not large enough for Liberators or Galaxies) Cargo - One Ventral Heavy Lift Platform (One MBT or Two Lightnings per Platform) Mark I Module OVerview: One Upgrade Point Code: Engineering - One Enhanced Power Generator, One Large Capacity NTU Storage Tank, One Enhanced Engine Defensive - One Enhanced Shield Generator (125,000 HP), Enhanced Armor Plating (increases damage mitigation of hull, adds mass) Offensive - Two Forward Heavy Weapon Hardpoints, Four Lateral Point Defense Hardpoints Spawn - Two 60 Second Spawn Tubes, Two non MAX Access Equipment Terminals, Two HAWT Drop Tubes Hangar - One Large Aircraft Hangar Bay (large enough for one Galaxy) Cargo - Two Ventral Heavy Lift Platforms Mark II Module Overview: Two Upgrade Points Code: Engineering - One Advanced Power Generator, One Advanced NTU Storage Tank, One Advanced Engine Defensive - One Advanced Shield Generator (150,000 HP), Advanced Armor Plating Offensive - Two Forward Heavy Weapon Hardpoints, One Aft Heavy Weapon Hardpoint, Four Lateral Point Defense Hardpoints Spawn - Three 60 Second Spawn Tubes, Three Non MAX Access Terminals, Three HAWT Drop Tubes Hangar - One Large Aircraft Hangar Bay, One Small Aircraft Hangar Bay Cargo - Four Ventral Heavy Lift Platforms Mark III Module Overview: Four Upgrade Points (Max for Light Cruiser) Code: Engineering - Two Standard Power Generators, Two Standard NTU Storage Tanks, Two Standard Engines Defensive - Two Standard Shield Generators (200,000 HP), Advanced Armor Plating, Standard Armor Plating for Weapon Hardpoints Offensive - Two Forward Heavy Weapon Hardpoints, Two Aft Heavy Weapon Hardpoints, Four Lateral Point Defense Hardpoints Spawn - Three 45 Second Spawn Tubes, Three MAXable Terminals, Three HAWT Tubes Hangar - Two Large Aircraft Hangar Bays Cargo - Six Ventral Heavy Lift Platforms Mark IV Module Overview: Eight Upgrade Points (Max for Heavy Cruiser) Code: Engineering - Two Enhanced Power Generators, Two Enhanceded NTU Storage Tanks, Two Enhanced Engines Defensive - Two Enhanced Shield Generators (250,000 HP), Advanced Armor Plating, Enhanced Armor Plating for Hardpoints Offensive - Three Forward Heavy Weapon Hardpoints, Two Aft Heavy Weapon Hardpoints, Six Lateral Point Defense Hardpoints Spawn - Three 30 Second Spawn Tubes, Three MAXable Terminals w/ 25% discount, Three HAWT Tubes Hangar - Small Flight Deck (large enough to comfortably handle three Galaxies; Flight Decks are all through deck designs) Cargo - Eight Ventral Heavy Lift Platforms Mark V Module OVerview: Sixteen Upgrade Points Code: Engineering - Two Advanced Power Generators, Two Advanced NTU Storage Tanks, Two Advanced Engines Defensive - Two Advanced Shield Generators (300,000 HP), Advanced Armor Plating, Advanced Armor Plating for Hardpoints Offensive - Three Forward Heavy Weapon Hardpoints, Three Aft Heavy Weapon Hardpoints, Six Lateral Point Defense Hardpoints Spawn - Three 15 Second Spawn Tubes, Three MAXable Terminals w/ 50% discount, Three HAWT Tubes Hangar - Large Flight Deck (five Galaxies comfortably) Cargo - Twelve Ventral Heavy Lift Platforms As you can see, even with a Battle Cruiser, you can't max out every module, you have to consider a balance or even a specialization for your Air Cruiser, no one setup to rule them all.,to outfit ships. Your suggestion would have to be the last level of armor and customization. There could only be one per faction per continent to prevent total domination from low altitude warships, and as usual a stealth team of liberators and galaxies could land on the cruiser to capture it, or a fleet of liberator could concentrate sustained fire of several weak points to destroy in in a prolonged attack. This really should be added to the other thread as both a suggestion and a bump(partially because I forgot to bump it yesterday) Once again great Idea but it needs to be placed under the original topic. Instead of competing with it. Once again see here:http://www.planetside-universe.com/s...ad.php?t=41198 |
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2012-06-11, 06:34 PM | [Ignore Me] #23 | ||
Staff Sergeant
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I'm kind of OK with the idea of a superweapon, but only if it costs stupid amounts of resources, like you would have your entire outfit contributing tons of resources.
The idea fits in with the epic scale of the game, but honestly it's just giving a squad of people a way to punch way above their weight and doesn't fit with the other focus of the game, teamwork. You can already fit 2 squads into a fully specced galaxy, why do you need the flying carrier from The Avengers? |
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2012-06-12, 08:48 AM | [Ignore Me] #24 | ||
Sergeant
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2 things. As a CO of a Air Cavalry Platoon that sounds pretty cool. And also, you played a fair bit of BF2142 didn't you?
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