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2012-04-04, 01:18 PM | [Ignore Me] #32 | |||
Specifically I think the purpose of this mechanic is an anti MAX weapon. Get around them, use their crappy turning against them and C4 their backs. |
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2012-04-04, 01:37 PM | [Ignore Me] #33 | |||
Second Lieutenant
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But yeah getting back on topic, I have no problem with the devs implementing something like that, but at least give the C4 a realistic kill radius so you have to bail out at least 15-20 seconds before detonation. That way people who enjoy that style of play can still use the tactic, but if they do it wrong they'll kill themselves, and if they do it right it'll be an actual challenge to do significant damage to your enemies. |
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2012-04-04, 05:20 PM | [Ignore Me] #34 | ||
Lieutenant Colonel
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From the sound of it explosives are something you have to pay resources to use, so that should help keep C4 atv spam down too. I'm kind of split on the subject. I love that the game has the freedom in it for us to do crazy stuff but I don't want the crazy stuff to be so effective that it stops being a unique and amusing occurrence.
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2012-04-04, 06:10 PM | [Ignore Me] #35 | |||
Staff Sergeant
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The C4 on buggies tactic just makes me hope even more that they balance it with enter/exit animations though. If they're purposefully implementing that ability they need to balance it and stop pretending that enter/exit animations don't affect balance. |
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2012-04-04, 06:21 PM | [Ignore Me] #36 | |||
Colonel
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Animations affect balance, to be sure, but generally in a way that makes the game too realism-focused and not good for gameplay. |
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2012-04-04, 06:37 PM | [Ignore Me] #37 | ||
First Lieutenant
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HELL NO to camera guided. Please we dont need anymore god awful lame phoenixes. Those were terrible gameplay wise. They are a one sided weapon, fun for the user, just aggrivation, frustration, and bad gameplay for the target. There is no back and forth with those things. Other styles allow for the target to try to hide and take cover or drive/fly to help evade getting hit, but the camera crap cant be avoided or combatted other than just flying a mile outta range. Thats bad game design.
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Waiting for the return of the superior, real PS style teamwork oriented vehicles with drivers not gunning, and in fixed vehicle slots so we can once again have real, epic, vehicle battles where the tanks actually move in combat rather than a silly 1700's era line up and shoot. |
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2012-04-04, 06:39 PM | [Ignore Me] #38 | |||
Lieutenant Colonel
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But if tanks can be equipped with EMP blast modules like PS1 Sunderers had EMP blasts, I'm cool with the free XP. Good luck stopping explosives set up on a light-armor soldier jumping into a cluster of soldiers, though. (which should be allowed if it's allowed on vehicles, for the sake of "parkour terror" gameplay) EDIT: FYI, vehicle enter/exit times in PS1 were more about balance than realism. They took only 1.5-3 seconds and in most cases, you could still bail instantly from vehicles moving at full speed. I say balance because tank drivers could not bail while vehicles with low HP (quads/flash/ATV or buggies) could bail. My point in that even with PS1 enter/exit time mechanics, you would still be able to bail and use your explosives because you could bail from the fastest vehicles (I assume you would not use slow vehicles to play Kamikaze style). Timed enter/exit have a role to play and if you really want to play with explosives, they will likely not prevent you to play. Please, stop saying they are about realism too. They were about immersion and balance. Last edited by sylphaen; 2012-04-04 at 06:52 PM. |
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2012-04-04, 06:46 PM | [Ignore Me] #40 | |||
Captain
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And you are from battlefield so you should know what stupid stuff you can do without enter/exit animations (loopzook etc). I dont want animations for the look of them, i want them for the restriction they bring (specific spot for entering, time delay, no full speed entering, full speed bailing only for passengers (drivers only for special vehicles)). |
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2012-04-04, 06:47 PM | [Ignore Me] #41 | |||||
Colonel
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Although I don't like exit animations for other reasons too.
Last edited by Stardouser; 2012-04-04 at 06:50 PM. |
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2012-04-04, 07:09 PM | [Ignore Me] #42 | |||
Captain
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2012-04-04, 07:14 PM | [Ignore Me] #43 | |||
Colonel
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Another example of middle ground include 2D spotting on map only(whereas 3D spotting is arcade, and no spotting is realism). I don't really even know what run and gun means, but I do know that being able to move quickly isn't a barrier to teamwork. With that said, understand that fighting animations isn't something I care to crusade about, I'm just saying since we're talking about it. But as far as animations go with suicide C4ing, yeah - in Battlefield you can't detonate from within a vehicle and if you had to stop the vehicle that would make it harder, so we could just skip the issue and allow detonation from within the vehicle. |
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2012-04-04, 07:28 PM | [Ignore Me] #44 | |||||
Lieutenant Colonel
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Why ? (I'm interested in understanding why you think so) In PS1, they only happened where you were stopped and it forced you to choose a safe spot because it took a few seconds to get out/repair/get back in. It is part of balance. I could care less about the animations either as long as entering/exiting vehicles has time attached to it.
in BF2142, with prone and model clipping, you could prone your character in a corner so that it would become much much harder to spot (with 75% of your character's body being hidden by a box or wall) around a corner and OSOK knife a foot to frag someone. It was one of the things that frustrated me but much less so than those two: - instant vehicle entry along with ownership change - RDX-bunny jumpers on no-FF servers
So to summarize, IMO, it's fortunate that movement in PS was not about hopping from flag to flag non-stop but about going towards one objective and capturing it (taking it took much more time than reaching it). I prefer it much more to the BF gameplay which was basically a CTF game on a small-map with many small objectives. PS has very-large maps and large objectives. It's subtle but makes a big difference. However, I do agree with the speed of exiting from transport vehicles is important for infantry to deploy and start fighting once they have reached the objective. |
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2012-04-04, 07:36 PM | [Ignore Me] #45 | ||
Colonel
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What are EMP modules? I know what EMP means, but what exactly are you talking about? Tanks having their own EMP making them immune to the approach of vehicles?
I know that you think animations are balance, but balance against what? I think they lean us too far towards realism and take out too much fun. I think a nice middle ground compromise would be to have entry animations and require the vehicle to stop for people to enter, but near instant(just long enough for doors to open) bailing out even at speed. Speaking of fun, having your spawn time increased for dying takes the fun out quite admirably. Any word on that? If anything should be one hit kills, it should be knives, because at least with that you have to get right up on your opponent. What we shouldn't have is BC2's aimbot knife that if you just get close, it does all the work from there. I agree that proning and the legs stick into a wall, decreasing visibility, is bad, but I'd rather have prone and deal with that problem than not have it. Seems like BF3 has this fixed though? I do have to note that a lot of people died in previous BF games because their legs stuck out too far on the other side, lol. |
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