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2003-06-17, 12:27 PM | [Ignore Me] #31 | |||
Major
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Sorry, but there's absolutely no room for tactics in planetside. This isn't socom where you say, "red leader, i'm working my way into the green room, over!" This is rush in, shoot the people before they shoot you, camp their spawn tubes and hack the base. Altering what door you run into or having an AMS nearby doesn't change the fact that you're always going to have to zerg rush to defeat an enemy And I've been in several large battles. Adding silos to towers is just stupid because you can have the same effect by sending in a MAX unit to camp the spawn tubes, and you need a MAX unit to destroy a silo practically, anyways, so it's pointless (Addenum: wait, let me clarify. yes, there are some tactics, but they mostly amount to sending in a hacker while the rest of the team distracts everyone and rushes the base. the main point is: all assaults require a copious amout of rushing, which is what towers were designed for) Last edited by Robot; 2003-06-17 at 12:33 PM. |
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2003-06-17, 12:36 PM | [Ignore Me] #32 | ||
Lieutenant Colonel
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all of these changes are meant for one thing, to shift the battles away from the towers to the bases
If the tower takes power, has a 5min time limit before it can be hacked (more perminate structure now), the base gets more defences, and you can spawn at the base when it is being hacked, you get more big battles around the base where they should be. Though I am not sure that I like the towers needing ant runs, I am sure that the devs have an idea what they are doing, and that if it dosnt work, they will change it.
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Former Commander General Of The Freedom Corp Grab the next Galaxy to our HQ Join us!! For Freedom! For Victory! Charge!!! ------------------------------ "All that and a bag of psychedelic mushrooms!" ------------------------------ "Attack rapidly, ruthlessly, viciously, without rest, however tired and hungry you may be, the enemy will be more tire, more hungry. Keep punching." |
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2003-06-17, 12:43 PM | [Ignore Me] #34 | |||
Major
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2003-06-17, 01:40 PM | [Ignore Me] #36 | ||
Contributor Master Sergeant
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Silo's at towers, good or bad, is going to mean more AMS usage. That means defending them more, having more of them, etc. It's also going to make mining chokepoints more of a problem to deal with.
In all, the overall changes are hard to just sum up in PS. Gonna wait and see how the changes really effect the game. If it really really sucks, SOE will change it, or I'll deal or I'll quit.
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-Bad Mojo- Jack Burton: I don't get it Lo Pan: Ah! Mr Burton, you were not put upon this earth to get it! |
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2003-06-17, 01:53 PM | [Ignore Me] #37 | ||
I gotta say that a tower is easier to deffend then a base ATM
I have actually counted heads, as best as I could, and found that half strength force attacking from a tower can take a base. That is of course if the base deffenders do not try to sally forth. The point is that 2 pounders, and a DC MAX with some engis behind them owned 30-50 NC attacking a tower, simply because they could. We could take one of them down, but not all of them in the tight confines of a tower. Now don't get me wrong, more power to the TR for using good tactics, and setting up a good deffence, but this fight was dramatically more difficult then the base assault we were doing with half the numbers against significantly larger forces. Towers should not be harder to take then bases, I am all for the NTU ussage, and STRONGLY against 5 minute timers, unless they significantly change the layout of the towers. We'll see how it works out, I am looking forward to how these changes are going to change the game.
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The only real test of Courage is the last! |
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2003-06-17, 02:26 PM | [Ignore Me] #40 | ||
I like the idea, mostly. I'm not sure about the combination of NTUs and a hack timer, but we'll see.
With this change, I hope they also consider a change to the way NTU's can be gathered... maybe an NTU transport with a cert cost, or making ANTs available to everyone again. Other than that, I'm Really Happy with all their proposed changes. |
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2003-06-17, 02:31 PM | [Ignore Me] #41 | ||
Colonel
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I won't have a problem with any of theese changes if they make this change as well:
With all these new challenges added to tower capture, towers ought to give base xp when capped (still working off the SOI thing of couse). If they do that, I will be more then happy to defend that thing and fill it up on a regular basis.
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2003-06-17, 02:48 PM | [Ignore Me] #42 | |||
Lieutenant General
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Your post immediatly made me think of this : As for tower silos i don't know yet how it will affect the game. In theory you won't have to fill them that often since nobody can by vehicles at a tower. We'll have to wait and see. |
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2003-06-17, 03:03 PM | [Ignore Me] #43 | ||
Sig Mastah!
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To speak to the original point, I have no idea how the sum total of a 5 minute hack timer + NTUs will do to the towers. I can't even start to speculate, because (like Warborn says) we are missing too many variables. We may see more tower seiges (which the smart people do already instead of taking the tower and choking off experience), or we may see defenders rarely lose a tower because they can keep spawning there for five minutes (or until the spawn tubes are blown).
So now that I've added absolutely nothing to the real topic, I want to say that Robot doesn't seem like a very creative thinker to me. I see a very wide variety of tactics used to take bases and towers. I also find it odd that SOCOM was used as the example of a game with a variety of good tactical options. I haven't spent much time with this game, but it seemed to me like a knock off Red Storm shooter with weaker AI. While there is a lot of small unit tactics (or more accurately small unit tactical puzzles with little replay value), there is nothing approaching the scale of even a small assault in planetside. Why then are you looking for micro-tactics to overcome macro-tactics? How is sending red team in to work their way into green room tactically sound or even missing from planetside? Have you ever even used teamspeak?
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[ Been a while, desu ne? ] |
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2003-06-17, 04:11 PM | [Ignore Me] #44 | |||
Major General
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<Doop> |
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2003-06-17, 04:35 PM | [Ignore Me] #45 | ||
Gonna have to go with the Devs on this one. This acctualy gives defenders more tactics to go with. lets say The attackers take Tower A to attack Base A and have AMS B and C as backup. AMS B is used to takeover tower A. While AMS C Is used to hold back backup from the base. Now the defenders have 3 seperate spawn points to take out. Well how about a liberator carpet bombs the shit out of a waypoint and now AMS C is dead. Now the defenders check the map and H-O-L-Y crap the enemys only respawn source of MAX armor is down to 15%. Two mosquitos are dispatched from seperate bases and going hunting. Mosquito A finds the ANT and calls for reaver support. The reaver comes and blasts the ANT. Now the Tower runs dry. No more MAX. The other moquito may or may not find another ANT or the last AMS. Lets say it doesnt. Without the MAX support the infantry fall apart giving a galaxy enough room to hot drop an ANT INTO the seiged base. Base produces a few tanks and they go AMS hunting. Battle over defenders win! The ANT if it had been in a convoy may have made it. Alternative to this is that the ANT is in a galaxy and is shot down by one of the mosquitos. Or the ANT reaches the tower and the attackers eventualy knock out the defenders spawn tubes or the generator or something.
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