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2011-03-19, 07:46 AM | [Ignore Me] #32 | ||
Major
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MAXS just need to be more 'filed' with ordinary infantry armors. At the moment they're as if in their own 'filing cabinet' isolated from the masses. I don't like that.
I'd like for MAXS in the next game to keep their constrictions from their armor but express worthy companion instead of what feels like a burden for teams. This can be done by making it easily to manoeuvres around in them and be able to sustain themselves like everyone else but keeping some constriction or restriction from the clunking mass of the armor. Bit sceptical about it, really. I know they're "meh" to make-better from original, I guess, and need some clarity on the thought...
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[URL="http://t.co/wHak5U5R"]Floating Mountains[/URL PlanetSide 2: Alien Incursion (PlanetSide 2 Steam Community Group) Last edited by Tikuto; 2011-03-19 at 07:47 AM. |
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2011-03-23, 10:22 AM | [Ignore Me] #33 | ||
Contributor Major
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Unnerf decimator damage vs. MAXes (wow, that's an old nerf), and make the lockout timer apply to ALL MAX types you have certed, so you can't just cycle through your UNIMAX options constantly despite short lifetimes.
That should reduce their efficacy on defense, particularly in towers, and give a better indoor counter back to the playerbase. I also do like the idea of removing auto-run and making them more vehicle dependent for transportation. |
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2011-03-23, 06:10 PM | [Ignore Me] #34 | ||
I think that if you remove auto-run you need to add a lighter kind of vehicle that can transport 2-4 maxes plus a driver w/o a tech plant (or similar capture requirement).
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2011-03-23, 10:23 PM | [Ignore Me] #35 | ||
Colonel
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Unnerf HA damage vs. softies (wow, that's an old nerf), and make the lockout timer apply to ALL softie armor and weapon types you have certed, so you can't just cycle through your RExo/Agile/Standard and AV/HA/MA/SA/Standard options constantly despite short lifetimes.
That should reduce their efficacy on defense, particularly in ADADAD hallways, and give a better indoor counter back to the playerbase. I also do like the idea of removing Personal Shield and making them more vehicle dependent for transportation, and unarmed except for a knife and pistol if they are a pilot or backseat gunner in a plane. |
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2011-03-24, 11:11 AM | [Ignore Me] #37 | ||
Sergeant Major
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While I have never liked MAXes that much and pretty much never used them myself, they did serve an important role in combat, wether it was as support for Infantry to fight against vehicles and aircrafts or to allow a break-through through heavy defended doors and areas in a base. (Most backdoor or Interlink defenses would be almost impossible to break with just infantry, as only the MAXes can survive for long enough to cause some troubles.)
That beeing said, MAXes should be balanced a bit better in the next game. Something like the UniMAX cert should not exist and an Anti-Infantry MAX should definitely cost more. The MAX special abilities should also be more balanced. Overall the MAXes should function as Infantry support and not as solo killmachines. Regardless of how they get implemented in the next game, their appearance on the battlefield should not be that numerous anymore. (I have no idea how the game changed in the past 4 years). In a squad of 10 people there should on average only be 1 MAX .. a maximum of 2. |
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2011-03-29, 09:46 AM | [Ignore Me] #38 | ||
First Sergeant
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I feel armors should be something along these lines.
Standard - The most common armor to see (otherwise whats the point?). Has one medium weapon slot (rifles/shot-guns), one light weapon slot (smgs/pistols). Purpose = General Agile - Less armor than standard, faster movement than standard. One light weapon slot. Purpose = Speed REXO - More armor than standard. Slower movement than standard. One heavy weapon slot (mini-guns/flame-throwers). Purpose = DPS MAX - Lots of armor. Very slow. Lower accuracy. Large clip/ammo supply. Purpose = Tank Infil - Little armor. Very quick. Cloaks. Small clip/little ammo. Purpose = Stealth Basically, I'd like to see armor rolls developed. |
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2011-04-12, 09:56 PM | [Ignore Me] #40 | |||
Private
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2011-04-13, 05:13 AM | [Ignore Me] #41 | ||
Master Sergeant
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I have to disagree about no max units, I love playing with a max unit, its one thing in PS that I really enjoy, if they got rid of them It would be disapointing, why do you say no max units anyway?
I have never had problems playing a max unit or even fighting against one, they give an extra dynamic to the game that troops alone cant do, the fact that you can use AA, AV, or AI is great and its fun to see a reaver or a mossie trying to get away from an AA max they play a big part in PS in my opinion so I really hope they dont mess them up and are still playable in PS:N |
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2011-04-13, 05:29 AM | [Ignore Me] #42 | ||
Major
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The only problem with maxes was trying to push into a base and just having so many you couldn't physically kill them with the amount of deci's the offence could carry
Personally i'd stick all MAX's on a shared timer, meaning you wouldn't get tonnes of AA soaking up ammo Then i'd make all maxes weaponary only effective against their intended targets, AA and AV maxes should barely scratch infantry likewise AI maxes should do nothing against vehicles or other MAXs, that way any MAX is going to get slaughtered if its not being supported by other troops |
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2011-04-13, 12:46 PM | [Ignore Me] #43 | ||
First Sergeant
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I think the AA and AV maxes are ok , albeit AV needing a buff slightly against vehicles .
As for AI maxes, I think their role should be reworked and they become more of a support vehicle indoors , and have dual roles. But no offensive weaponry. They should have lots of armour , and 3 abilities : one is a frontal shield , combined with their armour be like the front row of an American football team , forcing their way through the front line to act as a shield for the infantry behind them. The 2nd ability would be to be supportive/medic . Normal infantry could still use med/eng but a max would be the equivalent of a mobile advanced medic station and fast revival of the fallen , armour and hp at the same time. Their extra armour puts them ideal in this role to be able to revive and heal under pressure or fire. They would still be a threat to the enemy since their functionality is to keep the fight moving forward , and taking them down is a blow . The 3rd ability would be like tesla troopers from c&c red alert : if the generator is blown in a base , they would have the ability to charge the generator from their capacitors for a limited time , but obviously this would be the same power source as their shield so couldn't use both simultaniously. Last edited by TRex; 2011-04-13 at 12:52 PM. |
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