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2012-12-27, 12:54 PM | [Ignore Me] #316 | ||
Lieutenant Colonel
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__________________
Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2012-12-27, 02:26 PM | [Ignore Me] #318 | ||
Private
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I'm a little TL;DR and self-taught with my writing to begin with, but throw in being hopped up on chocolate and turkey with nothing to do, and being away for a week with double xp going on, and you get something like this...
Cool. It's always interesting to run into you guys, you're kinda like our rival or frenemy... Last edited by Kate; 2012-12-27 at 02:58 PM. |
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2012-12-27, 03:25 PM | [Ignore Me] #319 | ||
Sergeant
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Well I'm an officer an outfit that runs about 2 squads on non event nights and I don't agree that a group that size can't acomplish anything. We do it all the time and still have great fights. We brke a tech farm a couple weeks back by running 15 shield breaker sundies as bridges. We just held them their and maintained them while the zerg jumped in and over ran the place.
I hear these complaints all the time and I just don't see it and I've realized I'm the only one who disagrees. I don't know. I might have a different perception of the game then other people but I find this game to be very playable for soloing, small squads, and large platoons. However each is played differently and non are played the way you would play planetside 1. I think a lot of people miss then gen/tower/cc holds of PS1. You just simply can't do that in PS2 right now. Sorry. But what I do is run my squad in a way that supports the zerg. Taking psuedo-points in large bases, slicing the enemy's enluence off from their WG, or simply calling for the squad to take over the airpad at a Bio lab and letting the zerg do the rest. We are very effective doing these things and we have a hell of a time doing it. I always find something for a squad to do. |
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2012-12-27, 11:32 PM | [Ignore Me] #320 | ||
Sergeant
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What Rook said basically (Great post). Please please don't discount the views of the long time contributors to these boards like figment, pointman and rook. They want new players more than anyone but also want the depth to be playing this game in 10 years time.
- Map Sucks & is form over function. Doesnt support anything more than the zerg. o Need to know where our population is as well as nme population is.. so that the tactically minded people can make informed decisions about how much force is needed to respond to the enemy on the map. o tactical activity overlay from PS1 is all that is needed - the one that a lot of PS1 players didn't realise was there and often didnt know how to use. Malorn please give the map UI designer a demonstration of how amazing the tactical population overview was in PS1 since I have a suspicion that he has never seen it in operation. Then you can ask him to rip up the whole 'hover over a hex to get population information' concept and replace it with a population map overlay. o The radar/detection meta game was great in PS1 where setting off CE would create a 'trace' of enemy activity on the tactical map. We crave for some of this depth in PS2. Bring back the Sensor Disruptors! - Lack of indoor connected defences with choke points means its always a battle of pure attrition. Give me a fight where a small group of 12 people can dynamically hold a useful objective by reinforcing each other when they come under attack without being randomly picked off by snipers overlooking a base. At the moment bases sprawl so much and all chokepoints are so disconnected that you cannot reinforce each other without being picked off by a sniper/liberator/nme tank. - Resources dont make sense. This isn't starcraft. - Meaningful XP Bonuses for defenders - XP Based on how long the person you had killed was alive/how many kills they'd racked up Completely agree about the vehicles not being able to shutdown a base or outpost on their own. The spawn camping by libs/MBTs/lightnings is ridiculous. Only 1 thing I'd like to add really. Response Metagame/Vehicles Bring back the response meta game to give us the option to not have to zerg or participate in the endless three way if we want. However, do remember that the vehicle/armour specialists also have a part to play in the response meta game. It's not all about just the infantry/Gal Drops/Mosquito flying one man armies. In PS1, we used to try to be the Vanu armour first responders to try to control the courtyard in our Magrider. Normally it was just me, chal and sometimes we'd have our flying wingman purplegarf giving us our air support. Could never fly to save my life and inside a base I'm cannon fodder but in a magrider controlling the enemy vehicles in a courtyard we were the biggest pain in the ass you could ever come across. We'd respond to the squads trying to open a continent and try to establish control of the enemy established spawn points by finding and killing their AMSes/Routers/Sunderers. I'd love for this role to be reprised in PS2. This should be the vehicle role in planetside. Establishing the dominance outside of a base. If dominance was established easily then we'd go in on foot. Leaving our vehicles in the courtyard without having a stupid 5 minute timer on it so we'd have to abandon it if there was a really good fight going on inside. Until CY dominance had been established that was our fight. If it was a hot base we'd have to fight for dominance. If heavy air was present we'd struggle until our flying response guys would come in. Everyone has a role. But the important point is that neither us, the air cav or the other vehicles could take a base on our own. We all had to contribute to get the job done. At the moment a lib or tanks can camp the respawn while 1 lone soldier stands at a control point. This is bad bad base design. Last edited by igster; 2012-12-27 at 11:38 PM. |
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2012-12-28, 03:44 AM | [Ignore Me] #321 | ||
Private
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Back in the day on Werner we had an NC zergfit, anyone from Werner will know it's name. Yes it messed up, taking people away from where we needed to be and pushing the zerg where they wanted to be. But all the other outfits had a steady stream of players moving on from the zergfit once they learned the game and joining the smaller outfits.
With world wide communication being restricted to people who had grinded CEP the zergfits got talked down in comms. Because they never had the ability to push a people through as leaders. It meant that on Werner NC the zergfit would have maybe 1-2 CR5's giving commands. Most other outfits had between 5-10. This meant we could still direct the fights. The problem isn't the big outfits it's needing a way to push control to the people who can do a good job. Most of us old CR5's from my outfit haven't bothered with the command certs, why bother? Anyone can get them. Beyond the few that are required for squad leadership no one bothers. Leadership needs to be earned, if that happens it will help sort out the lack of control we have over the Zerg. Make a new currency, CEP, an SL earns that instead of certs and spends that on command abilities. Problem solved. Just my thoughts. |
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2012-12-28, 12:55 PM | [Ignore Me] #322 | ||||||||||||||||||||||||
Major
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Mainly for this reason:
While this might delay new Continents, it will save them the trouble of having to overhaul EVERYTHING. I don't quite agree with your opinion on Elevator Pads, just because they are a very practical means of vertically transporting player characters without resource intensive staircases, but the beams themselves could definitely uses some cover in places like the Towers. Jump pads are a bit cheap, but they were a more reliable alternative to the mechanically similar teleporter in Beta...
On the one hand, I kind of assumed the reason Automatic turrets weren't included was due to the Developers not wanting any computer controlled content in the game as well as possible server-side issues... ...On the other, I would rather like a Spitfire or two for my Engineer... Since no one really wants to sit around defending a base all day, I personally wouldn't mind auto-turrets, but to be on the safe side I'd limit them to: 1. Slow firing Anti-air Missile Batteries, like the ones featured in the Bastion concept art. These roof-top turrets would automatically fire on any enemy aircraft that loiters around in range long enough for them to get a lock. Their automatic target reacquisition isn't fast enough to pose a threat to even a single aircraft, but multiple emplacements should make it much riskier to fly over enemy territory. Like the original Planetside's turrets, they can be manually operated to decrease their tracking time, but even then are still around the same speed as a Heavy Assault's Lock-on Rocket Launcher. Since they are accessed from beneath the roof they are mounted on, these Turrets could go on the tops of Tech Plants, Spawn Buildings, and some type of bunker/pillbox building asset, allowing them to be easily repaired safely but still killing an operator when they are destroyed. They would also be hackable, save the ones whose access points are in Spawn Rooms, which would give Infiltrators a much needed role in team play. 2. Spitfire Sentry Turrets. Basically, a fixed robotic machine gun turret that shoots any enemy it sees in its limited field of view. They would be placed around Secondary Objectives, like Shield Generators, so that they could kill anyone stupid enough to just walk in towards the objective but their low health would make them easily sniped by Infantry at range. Of course, they'd also have a blind spot, so again Infiltrator's would gain a greater team role by hacking these Sentries so that they fire on the base's Defenders instead.
While there are trenches and tank traps in the game right now, it could use more, and it's rather baffling why they didn't already have more defense-minded building assets to begin with instead of mostly open shacks... I've even suggested deployable Barricades for Engineers, to help set up roadblocks that would require Infantry to flank and destroy.
I don't know about LLUs since I didn't play the Original, but needing more then two people to start a capture does seem like a bit much, at least for single Control Console Outpost... I'm also pretty sure you can capture with a Vehicle anymore, as I've had the control tally clearly change when I got on and off my Flash, but I'm not 100 percent on that.
I mean, how is the system going to calculate how much Experiance you should get if it has to factor in where you've been, what's happening there, and what you are doing now. I think Dynamic XP based on how much action actually took place within a base, as well as an announced set defense bonus, would be far easier to implement, even if they don't prevent leeching.
I'd rather decrease the amount of Resources available on a Continent overall, then increase the stipend given by owning a Warpgate and allow a percentage of other Resources to come in from other Continents... ...Being able to transport Vehicles from one Continent to another will certainly alleviate the "steamrolling" effect of Continental domination though, and we REALLY need more defensible bases which segregate Vehicular and Infantry Combat first I've also seen this problem approached from another angle; making Vehicles less profitable for killing Infantry. This really doesn't solve anything, but it does make killing Infantry with Vehicle weapons feel less cheap.
...Then again, that is 48 people out of, what, 666 per Continent? Rather hard to figure out how you'd manage more then 1/14th of the map population...
...Too bad in my experience MMO's don't give that much of a crap about Guild info...
Certainly would make pulling a Sunderer a lot less risky of an investment.
I do like to be informed of what our leaders are doing you know...
While it and its decay are used as a means for determining which Guilds can have and maintain in-game housing (Air ships where various temporary Guild buffs are kept), I think Outfits would be better served by a static leveling system where constantly gained Commendation Points can then be spend on temporary Outfit XP and Resource buffs.
There would then be "maintenance nodes" somewhere on the lines between Outpost that could be sabotaged by enemy Spec Ops to cut off the flow. Other benefits could then be easily integrated into this hardwired infrastructure, letting enemy saboteurs choose between denying their foes Resources or preventing them from learning of an oncoming invasion force. Plus, it would explain what those damned pipes you see everywhere are actually DO!
Other then that, I could see this as a sort of Capture the Flag event, where you need to take a particular meteorite or crashed Space Probe to a corresponding Major Facility. You could then take it to a friendly Facility for a Faction Buff and a Reward... or play keep-away with it to prevent enemy Factions from gaining it.
I'd much rather have static interactables, like Resource Harvesters and Reservoirs, then NPCs that end up running into walls...
Still, that doesn't mean there can't be player operated ones! I thinking they bring back the ANT as a means of transporting Resources from Pipeline Reservoirs, to both speed up Faction Resource gain AND help steal Resources from enemy bases.
Figment already came up with something like this.
*Continued in next post...* |
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2012-12-28, 12:56 PM | [Ignore Me] #323 | |||||||||
Major
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*...Continued.*
My Radar Flash is nice, but it doesn't help find the ONE Infiltrator sneeking around a nine hex territory...
There is no defensive value to them, so why are these contested points of interest? Well technically a Resource Meta-game DOES make sense, Nanties need raw materials to build your shit out of after all... ...But yeah, I'm not much of a fan of dumbing down they did in Beta, where Catalyst, Polymers, and Alloys were greatly simplified into "Mechanized", "Aircraft", and "Infantry"... Hell, maybe they should go the other way, where each consumable and Vehicle has a price composed of a mix of Resources instead of just the Orange, Green, or Yellow ones. Agreed, I'm thinking 40% of the capture bonus myself...
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2012-12-29, 01:03 AM | [Ignore Me] #324 | |||
Private
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Regarding getting "struck down due to sheer numbers..." Well, soon or later it happens to everybody. Yet it doesn't make the game less fun. Sometimes I have fun following the zerg yet sometimes I have more fun playing together with a few friends or as a lone wolf. Mostly the latter. I may dominate the sky, go pew pew in my Prowler, play as 100% support class or even go into full dick mode with rl buds and go Infiltrator behind enemy lines and mess shit up. Bottom line is, it doesn't matter as long as one is having fun. It may sound cocky but all I'm trying to say is that the game is what you make it to be. If everything one enjoy is flying ones Galaxy then maybe it's time to try something else. I can see how the game will become dull if one basically is a one trick pony and keep doing the same stuff over and over again (which is also a decent description for insanity lol) but when did outfit size become equal to having fun? So, you got struck down, didn't you at least have some epic fun defending the base? Go get the zerg and bring 2000 infantry to cap a base, will it affect cap time? No. Only those 6 men on the cap point and the surrounding territory will. Bigger bases will take time to cap no matter what. Put up a spawn beacon if you don't want to get pinned down at spawn and go have that fun. If you ask me, it is moments like those that are the most fun. |
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2012-12-29, 10:19 AM | [Ignore Me] #325 | |||
Sergeant
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It always shows you a heat map of where your allied troops are but if any members of the opposing forces generates a radar signature within your detection area (i.e around friend troops or bases) it shows them as a blip on the map. The more troops the bigger the blip. So if your big blob of Red troops encounters a big blob of purple, you can see it on the heat map. If a snarky little assault sets of some Mines or CE around a smaller base, you get a bit of a blob on the map to indicate that there is an enemy force hitting the base. It is just miles better visually. Tone down the transparency of the purple/blue/red overlay of the empire control so its in the background and overlay very solid opaque heat map of big splodges of red blue and purple to indicate where the detected populations are. This also relies on the radar meta game which would massively improve the depth of PS2. How to take bases without setting off radar detection. Make radar detection a benefit etc. Last edited by igster; 2012-12-29 at 10:21 AM. |
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2012-12-29, 10:25 AM | [Ignore Me] #326 | |||
Sergeant
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Wiki Link to the Tactical overlay It always shows you a heat map of where your allied troops are but if any members of the opposing forces generates a radar signature within your detection area (i.e around friend troops or bases) it shows them as a blip on the map. The more troops the bigger the blip. Note the splodges on the map are players not territory control. The ownership of the bases is on the map rather than part of the overlay. So if your big blob of Red troops encounters a big blob of purple, you can see it on the heat map. If a snarky little assault sets of some Mines or CE around a smaller base, you get a bit of a blob on the map to indicate that there is an enemy force hitting the base. It is just miles better visually. Tone down the transparency of the purple/blue/red overlay of the empire control so its in the background and overlay very solid opaque heat map of big splodges of red blue and purple to indicate where the detected populations are. |
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2012-12-29, 12:21 PM | [Ignore Me] #327 | |||
Major
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Only problem I see is how to implement it with the current hex-based map and "all enemies ping RED" detection we have currently... |
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2012-12-29, 01:19 PM | [Ignore Me] #329 | |||
Sergeant
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It's not a problem with enemy's pinging red - was the same in PS1. The tactical overlay was much blockier than individual units. I think the block would only be visible if there was more than one detected unit in an area. When there were more than one type of enemy in an area it would turn yellow indicating that there was potentially an area of conflict (see screenshot above.... A small TR tower in NW of map with NC reacting to it. with VS presence up at Girru fighting at the two NC owned bases at Hanish (SW and Irkalla SE) You can see from the map there is more fighting at Irkall since there are more yellow blocks. You'll notice that it is very analogue and gives you a feel for where the friendly and enemy population are currently playing. |
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2012-12-29, 01:23 PM | [Ignore Me] #330 | |||
Major
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The map isn't divided by the grid anymore, so colored squares on a hex-map are going to be rather confusing... |
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