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2012-10-16, 02:35 PM | [Ignore Me] #32 | ||
It sounded like there was some pretty good news in Smed's post. Like always, the devs are listening to feedback 24/7. Keep sending feedback that you think is relevant and the game will take form.
I really think these guys will make it awesome. |
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2012-10-16, 02:40 PM | [Ignore Me] #33 | |||
Sergeant Major
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Last edited by Bravix; 2012-10-16 at 02:41 PM. |
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2012-10-16, 02:58 PM | [Ignore Me] #34 | ||
First Sergeant
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Sticks and stones may break my bones... but I use my e-peen to hit them all back anyway.
To make sure everyone is getting the right information, make sure to check the beta forums, and you can catch a lot of the PS2 streamers here Make sure to check out my stream for more developer comments, gameplay, and community game nights in PS2. *All factions welcome* www.twitch.tv/fortyse7en There will be plenty of streaming from SOE live in the upcoming weekend. Stay tuned!
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Twitch Planetside 2 Stream Group 14 Year Veteran. Progamer. FPS extraordinaire. Watch as I play various FPS titles every night from 9-12 EST Last edited by FortySe7en; 2012-10-16 at 03:16 PM. |
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2012-10-16, 03:25 PM | [Ignore Me] #35 | |||
Contributor PlanetSide 2
Game Designer |
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2012-10-16, 03:33 PM | [Ignore Me] #36 | |||
First Sergeant
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From my understanding they are treating footholds like towers. The problem is how these footholds contribute to the overall fight. Sometimes you have an objective on the very west side of a hex, and your spawn foothold is on the very east side of a hex, sometimes without vehicle spawn. This leads to a good jog across the hex to get to an objective point. If I could see one thing changed that would help combat flow in a direction more suited for the PS series, I would move these points closer to each other, almost identical to what towers were, but have more of a reward for capping and holding them. Having a place to spawn that is close not only forces the enemy to have to try and take it back, but it gives the opposing force a quick way to group up and make pushes. As it stands right now, you can just sit in a base and practically pick people off trying to run across the map to get to the base you are holding. This slows things down quite a bit. In my opinion this is why Bio Labs are incredible to fight at, and are always intense, You are allowed to get a spawn somewhat outside the base, so you can constantly keep ramming your face into the bio lab over and over. The best fights I've seen have been in bio labs. I do like the idea of footholds, but they are treating them too much like their own little "islands" atm. They need to be treated more like a staging outpost.
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Twitch Planetside 2 Stream Group 14 Year Veteran. Progamer. FPS extraordinaire. Watch as I play various FPS titles every night from 9-12 EST Last edited by FortySe7en; 2012-10-16 at 03:39 PM. |
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2012-10-16, 03:44 PM | [Ignore Me] #37 | |||
Corporal
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plus if youve got the same old same old open wrath of khan cargo containers on every base you get bored.too many points to take a major objective,no choke points. simple thing and simple minds perhaps son? if you had a build base what would you do? reality can be fun in a game somtimes! |
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2012-10-16, 03:53 PM | [Ignore Me] #38 | ||
Contributor PlanetSide 2
Game Designer |
Lack of choke points is part of the problem. It's why people like the Crown, Vanu Archives, and Stronghold - all places with choke points. Things seem a bit too open in many places and there's little shelter from vehicles as infantry. Always some window or door that at HE round can come flying into, not enough areas where infantry can really shine. Even things like a few fences around some of the outposts would go a long way to protecting the infantry from vehicle swarms. Or plugging a few windows & doors so there are outposts with safe places for infantry and places where infantry excel.
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2012-10-16, 04:00 PM | [Ignore Me] #40 | |||
Corporal
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you can type all you like but there are NO proper base choke points in this game,best there is are the entrance to the bases from the trenches on easmir. |
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2012-10-16, 04:00 PM | [Ignore Me] #41 | |||
First Sergeant
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You also realize Malorn was trying to explain to you that they are working on it? He is on the development team. Why you are attacking his statement when he was agreeing with you is beyond me.
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Twitch Stream
Twitch Planetside 2 Stream Group 14 Year Veteran. Progamer. FPS extraordinaire. Watch as I play various FPS titles every night from 9-12 EST Last edited by FortySe7en; 2012-10-16 at 04:03 PM. |
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2012-10-16, 04:23 PM | [Ignore Me] #42 | ||
Captain
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There are alot of them, just not enough....Places like the crown have the 2 roads and thats it, the stronghold has 2 single roads going to it as well, unless you gal drop on these locations your not gonna fair well against a ground assault unless you overwhelm them.
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2012-10-16, 04:32 PM | [Ignore Me] #43 | ||
Corporal
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My problem is how long it seems to get into an exciting battle. It's just alot of vehicles and hardly any good fights.
Now, I haven't played in the new patch but instant action doesn't seem to be very "action" oriented. In PS1 if you /ia, you were less than 10 seconds from the biggest fights. This game has ALOT of things that need adjusting. |
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2012-10-16, 04:50 PM | [Ignore Me] #44 | |||
Contributor General
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An answer or opinion directly related to numerous thread on the beta forums, which is great. I believe Higby has said in the past that he wants Spec Ops and single squad play to be viable and if my meory is correct (relating to Pella's thread in the beta forums) then I think we're doing really well. |
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2012-10-16, 04:50 PM | [Ignore Me] #45 | |||
Contributor General
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