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PSU: Honey, I griefed the kids
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2012-06-12, 08:32 AM | [Ignore Me] #31 | |||
Sergeant
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Umm I was in the Marines from 88-94. The vest I wore wasn't standard issue but even then the standard kevlar flak jacket provided very good knife protection. Combination armour has been around since the early 90s and while a purely bullet proof vest is manufactured to prevent punctures from a different profile then knives it isn't like it doesn't provide any protection. Good quality body armour today provide very good protection from both ballistic and stabbing. Many people think OHK with a knife is easy. Yet you'd be surprised to see how many people live after being stabbed a few dozen times. |
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2012-06-12, 08:35 AM | [Ignore Me] #32 | |||
Sergeant
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2012-06-12, 08:37 AM | [Ignore Me] #33 | |||
Colonel
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2012-06-12, 08:47 AM | [Ignore Me] #36 | |||
Second Lieutenant
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It is with this knowledge that i assure you, 1 hit knife kills would not be "keeping people on their toes". It'd be overpowered. It is a simple as that and has absolutely nothing to do with realism. |
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2012-06-12, 08:51 AM | [Ignore Me] #37 | ||
Second Lieutenant
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On a side note, i really wish guys who'd never played the original PS would trust the veterans around here when it comes to game mechanics. We've been playing PS1 for the best party of a decade now and been pouring over every scrap of information about the sequel for at least two years. Trust us! We've been there and earned the battle scars.
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2012-06-12, 08:59 AM | [Ignore Me] #38 | |||
Sergeant
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I will admit my knowledge of this stuff comes second hand just from my buddies in the military, so I will admit I don't have near the experience you do. In regards to the knife attacks, that I also understand, which is why I'll admit I was a bit over-zealous with the knife especially with the front. (Is there a "knife-happy" version of "trigger-happy"?). I do think theres still a case for the rear knife attack though, as it is generally unexpected and looking at most of the armor that we can see with the footage most leave the back of the neck unprotected except for certain instances like with the Maxes. The Vanu infiltrators seem like theyre one of the few but even then much of it looks like "soft vest" armor around the back of the neck area with a few small hard plates. |
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2012-06-12, 09:04 AM | [Ignore Me] #39 | |||
Private
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2012-06-12, 09:08 AM | [Ignore Me] #40 | |||
Sergeant
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I guess I feel since you do become more visible as you move with the cloaking mechanism and I was under the pretense it only lasts for a certain short period of time (though I'm guessing it can be certed to last longer) that those mechanisms would help keep it slightly more balanced. So at this point, can we agree to disagree and that while frustrating at times, it was generally a solid debate? |
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2012-06-12, 09:11 AM | [Ignore Me] #41 | ||
the only thing I'd accpet a 1 hit melee kill from is a max unit to an infantry,
Max vs Max - should be a couple of hits Max vs Inf - should be 1 hit Inf vs Inf - should be a couple of hits Inf vs Max - should make the Max giggle my 3 fiddy
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2012-06-12, 09:15 AM | [Ignore Me] #42 | ||
Lieutenant Colonel
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Some thoughts:
- If knife hits are OSOK right off the bat, no room is left to customize your character to be an assassin. - I think only cloakers should have OSOK knife customizations: the other classes do not need it. - I think OSOK knife should be limited: in PS1, it required equipping the knife (sitching weapons took 1 second) and required implant(melee booster)/stamina. In PS2, an energy system could be made required to activate melee booster and simulate cooldowns, i.e. forcing "assassin" roles and preventing "wild rampage". To force even further choices, self-heal and self-ammoresupply should be tied to that energy system. Further customization options would be linked to that energy mechanic which would define the infiltrator class just like jumpjets define Light Assault, revives define combat medic, armor/firepower define MAX, deployables define engineers and all-around-versatility define HA. Edit: just to clarify, yes, I am saying that only infils should have powerful melee. |
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2012-06-12, 09:28 AM | [Ignore Me] #43 | |||
Second Lieutenant
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And yeah, I'm always up for a good debate. |
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2012-06-12, 10:12 AM | [Ignore Me] #44 | ||
Staff Sergeant
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Melee Booster Cert. Depending on how that works.. i'd say that seems to be where "1 hit kills" would reside. In PS 1, it was the ability to 2 or 3 hit kill, depending on your mode (and possibly mods or bonuses) Other wise it was 3 to 5 hits without melee booster.
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2012-06-12, 10:21 AM | [Ignore Me] #45 | ||
First Sergeant
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To the people new to Planetside world, brace yourself for what you may well see. We called it "the Zerg".
It's 2 main forces clashing together in 1 area. It's overcrowded in many parts of the area. Like, the spawns, or the vehicle bay. People collide together trying to reach a terminal, are in queue, must wait a bit to pass a door, and there rush to the frontline. There is a hell lot of noise, everything moves around you. In PS1, we had originally an implant that allowed to go faster (called "Surge") and a deployable which was basically a C4, called "Boomer". An invisible infiltrator would surge into ennemy spawn room, plant a boomer while passing, and detonate when outside, killing some players in spawn. He then was taking a route around, to come back, rince and repeat. You only heard the "woosh woosh" of the active surge, the "tick" of the deploying boomer, and boom. There was too much movement around you to spot someone barely visible. Too much noise around too, until you got killd 4 times and learn it. I can easily foresee an infiltrator lining up on vehicle bays, invisible, rushing aligned people getting their vehicles, and doing 2 or 3 1shot knife kills in a row, then evading somewhere, replenish energy, rince, repeat. When it's going to be seen as efficient, it's going to be abused. Because it's a 2000 players MMO. This is not really the stealthy assassin gameplay I'd like to see, tbh |
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