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2012-09-01, 02:26 AM | [Ignore Me] #31 | ||
Corporal
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I would like to see a system in which the more territory your faction controls, the closer they have to be to an already controlled point. Owning a fair amount of territory will get eventually only allow you to cap adjacent points. Owning little will allow you to cap just about anywhere on the map.
This would allow you to organize more surprise style attacks in order to gain territory when your faction isn't doing so well. I feel as though having to fight on the frontlines when you are forced back to your foothold would be rather difficult, and this would help the enemy presence feel less concentrated and potentially overwhelming. |
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2012-09-01, 02:52 AM | [Ignore Me] #32 | |||
Master Sergeant
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2012-09-01, 05:55 AM | [Ignore Me] #33 | ||
Contributor Second Lieutenant
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Adjacency is not enough. There are still far too much options for ghost hackers. And where is the zerg? I haven't seen a real epic zerg fighting in PS2 yet. Maybe i saw 300 players or so fighting over one spot. That's far not enough! Some kind of lattice is needed!
I suggest a system of districts connected by a lattice. A district is a main base (e.g., bio dome) including its near surroundings (hexes with smaller outposts). If you want to hack hexes in a district, you have to do it in a district which is connected through the lattice to a district that is already under full control of your faction. What do you think about it? Last edited by Mox; 2012-09-01 at 06:50 AM. |
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2012-09-01, 07:08 AM | [Ignore Me] #35 | |||
Private
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2012-09-01, 07:34 AM | [Ignore Me] #36 | ||
Captain
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Personally I think a lattice is a step backwards.
The ability to attack anything, anytime is more realistic and allows real tactical play rather than everyone being forced to do everything in a predictable and eventually boring way. It's just that the ability to attack anything anytime needs to be more balanced, with impossible capture times for small squads on unconnected/unadjacent hexes, and longer capture times all round. Factors that influence capture time should be:
I can't come up with a formula to take the above into account, but they all should factor - making deeply held enemy hexes impossible to capture unless you take vastly overwhelming forces (requiring organisation to do, not just one guy on a bike). Current effectiveness is the only one requiring explanation - but simply relates to kills being made in an area, so its possible to tip the balance if you have even forces but one side is just out-killing the other side. |
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2012-09-01, 07:40 AM | [Ignore Me] #37 | ||
First Lieutenant
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I think they should take it one step further and make all territories needing adjacency to be captured.
Right now you have solo guys capping minor outposts behind the front lines which sucks imo. Map is big enough so you can actually have more than one front line and don't need to fight in the same place all the time. |
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2012-09-01, 07:59 AM | [Ignore Me] #38 | |||
Master Sergeant
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2012-09-01, 10:12 AM | [Ignore Me] #39 | |||
Major
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The only thing I don't like about the new system is the short capture timers, and you can't re-secure a capture point you are guarding if it gets cut off from adjacent hexes. A few times I've been guarding a hex adjacent to a base we were attacking, ambushing Flash drivers as they roll up to cap it, and been unable to re-secure the hex after killing all the attackers. I wish I had a little more time to kill them all before the capture point goes neutral.
At times like that I really wish there was a cert in the Flash tree to call in an orbital drop pod with an unarmed ATV to get you back into the fight.
All day yesterday, I saw more than 3 teammates in the same place exactly twice, and never more than 8 teammates in the same place. East 03 at primetime is slower than Planetside 1 at 4AM, but it's the only server where I get decent performance. Last edited by Fenrys; 2012-09-01 at 10:21 AM. |
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2012-09-01, 10:55 AM | [Ignore Me] #40 | |||
Corporal
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Anyway, it doesn't appear that adjacency is actually achieving its goal. The maps have been as much, if not more, of a scatter-fest since they put it in as they were before it. |
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2012-09-01, 11:07 AM | [Ignore Me] #41 | ||
Private
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Yes please!!!!
Game is MUCH more fun when you see actual groups of people attacking and defending and the fire fights are much larger. None of this lone galaxy flying around capping bases way in the back of your territory. |
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2012-09-01, 11:25 AM | [Ignore Me] #42 | |||
Master Sergeant
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2012-09-01, 01:21 PM | [Ignore Me] #43 | ||
Private
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Actually, there was a HUGE threadnaught on the beta forums coming out against adjacency. One person complained about the removal of back hacking, and then we had thirty pages of "bring it back, or *signed*", with the occasional constructive comment every 10 to fifteen posts.
The dev's immediately caved and reverted to the old system. I saw reports of facility's being backhacked again on the forms, but had to test it myself. At 6:58 PST I took a Terran outpost 3 territory's away from the nearest New Conglomerate capture point no problem. It seems the COD and BF2 twichies won't be satisfied until we dumb the game down to their level. Might as well remove shield generators, spawn terminals, and just let them spawn directly inside the enemy facility so we can have a good old fashion skirmish style battle. No need to travel or organize. Lord forbid they have to engage their cerebral cortex for more then five seconds at a time. Sorry, Im very bitter at the moment. Last edited by kytanos; 2012-09-01 at 01:23 PM. |
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2012-09-01, 01:38 PM | [Ignore Me] #44 | ||
Colonel
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Adjacency is required, BUT there must be SOMETHING you can do to harm the enemy in their backfield.
What about a compromise adjacency? For example, you cannot capture MAIN bases without adjacency but you can capture minor outposts? Krytanos, I haven't played in a couple days, are you saying there is no adjacency in right now? That's a very bad decision but I am curious why you blame Battlefield 2 players? You should be blaming BF3 players, grouping BF2 vets in with CoD is a massive and inaccurate insult. Last edited by Stardouser; 2012-09-01 at 01:41 PM. |
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2012-09-01, 02:28 PM | [Ignore Me] #45 | |||
Contributor Second Lieutenant
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No lattice (or at least: no adjacency) = No real progress (make the map red ) + No real frontline + No real epic zerg = NO Plantside feeling I am really concerned regarding this issue. I hope SOE remember what PS1 was and what PS2 should be. => SIze always matter = 2000 Players fighting against each other in a huge battle (not 2000 player are fighing each other on 40 hexes ) |
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