Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: I heard that waxing your modem makes it go faster....
Forums | Chat | News | Contact Us | Register | PSU Social |
2012-07-03, 10:03 PM | [Ignore Me] #16 | |||
Major
|
In PS1, you had people running around in rexo armor with an armor rapair tool on one side and a medical applicator on the other and a heavy weapon + AV strapped to their back. High BR troops could attack a hallway, kill infantry and MAXes, pull back, heal themselves completely and go right back into the fight as if nothing happened. Classes force people to focus on certain aspects of the game instead of allowing everyone to just take the most practical choice and not have to deal with teamwork. That sounds like a bad thing, but it really isn't. You can have your cake and you can eat it, you just can't eat it with a rocket launcher if you're an engy. |
|||
|
2012-07-03, 10:19 PM | [Ignore Me] #17 | |||
Private
|
|
|||
|
2012-07-03, 10:26 PM | [Ignore Me] #18 | |||
Major
|
|
|||
|
2012-07-04, 03:10 AM | [Ignore Me] #21 | ||
Corporal
|
i can only assume that what OP want is that he/she/it can use a handheld minigun while having a sniper and a rocket launcher as backup, jetpack and ability to heal and repair not to forget stealth ability also.
my guess for classes would be balance. |
||
|
2012-07-04, 06:55 AM | [Ignore Me] #23 | |||
First Sergeant
|
The move as someone summed up better than me, is to move away from one or two setups dominating. People learn, and when people learn they pick the best certs, in PS1 this meant a few certs were the norm. At least with classes, you'll get maybe (hopefully) a few for each class. On my return, I even heard people on TR CR5 stating what weapons are standard loadout for new folk. This is what they want to move away from, one or two cookie-cutter builds, to make things more interesting/dynamic. From what i've seen so far there is much more customisation than before, so I have no concerns about being able to customise, as I like to as well. Hence my happiness at anything moving away from one or two character builds. -edit I will amend the zerg point - classes supporting each other makes zerg weaker and outfits stronger, I am all for this. It does encourage teamwork, by rewarding it more. Last edited by Karrade; 2012-07-04 at 06:58 AM. |
|||
|
2012-07-04, 07:33 AM | [Ignore Me] #24 | ||||
Sergeant
|
Too many posts to address individually. I'll take this one as an exemplar:
Those high BR troopers with Rexo (Heavy Assault, in the new parlance) self heals and weapons to address both hard and soft threats (HA again), let's say there are 5 of them. If you design your system so that the team that takes 4 guys in Heavy, and a medical specialist (however that's defined) has an advantage over the team with no corpsman along, you don't need to straitjacket people into classes. So the "some inefficient self heal" types are better suited for jobs like the current "entry hack", where resistance is sporadic and the team possibly scattered, but less well suited than a tight "Corridor bustin'" team with a combat medic to CQB.
Edit: Oh, and this: If that is the extent of your ability to imagine other peoples' motivations, then you need some help. And you have my pity. There, there. Oh, and your reading skills need some work too. Last edited by Kezz; 2012-07-04 at 07:37 AM. |
||||
|
2012-07-04, 07:43 AM | [Ignore Me] #25 | ||
Sergeant
|
The main reason I think classes are in PS2 where they weren't in PS1 is:
It makes the game a lot more accessible for new players. Not only because it's easier to understand and no need to fiddle with inventory (one part I will also miss in PS2), but it makes the playing field even more plain for newcommers to come in. |
||
|
2012-07-04, 08:22 AM | [Ignore Me] #26 | ||
First Sergeant
|
The way I see it :
A freeform system permit overpowered setups and optimal combinations, ending up in a copy-cat game where everyone does the same. To avoid this, in the process, you need to create limitations. And here is the killer for SOE : these limitations will prevent their player to continue their caracter development once they reach the limitation, thus will make player stop buying for their caracter, because they'll hit the limitation putting in a zero limit development system, and a limitation on top of it (ie, a class system), resolves the problem. It's a marketing decision. |
||
|
2012-07-04, 09:03 AM | [Ignore Me] #27 | |||
Private
|
|
|||
|
2012-07-04, 12:08 PM | [Ignore Me] #28 | |||
Major
|
If you've got two teams of 5 HA and one from one of the teams has some sort of medical capabilities, then yes, that team is stronger. That medical certed soldier himself is also more viable tactically than every other HA on both teams individually. If an outfit or a regular group of friends wanted to make a team where everyone had a specialization and ran with it all the time, it would be fine. However, this isn't the case. If everyone can cert for healing and retain their combat effectiveness, why only make one person cert it? Just have all 5 HA on each team cert it and noone has to worry about healing anyone else. THAT is what they're trying to stop. Now if said team or outfit wanted each member to have it's specialization, they still can within the class system. They can pick the class that best represents what they want to do and customize certs from there. However, the guys who just want to take all the certs can't use them all at once and it forces them to rely on teamwork, which improves overall immersion and fun gameplay. |
|||
|
2012-07-04, 04:37 PM | [Ignore Me] #29 | |||
Captain
|
|
|||
|
2012-07-04, 07:41 PM | [Ignore Me] #30 | ||
Staff Sergeant
|
Same reason why there are distinct classes in RPG games.
Imagine playing world of warcraft and being able to tank the boss, do the most dps to the boss and being able to heal yourself during that. Completely destroys the purpose of the game. You would never ever need something else. You would just need a full party of copies of yourself, thus reducing teamplay and variety. |
||
|
|
Bookmarks |
|
|