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PSU: More Hamma pics than you need.
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2012-07-11, 09:37 AM | [Ignore Me] #31 | |||
Corporal
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Again its speculation at this moment in time.. roll on beta so we can find out for sure!! |
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2012-07-11, 09:55 AM | [Ignore Me] #32 | ||
Staff Sergeant
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I don't think a wide open base will be a pure team death match but it will fall quite a bit faster then a base with walls.
Attackers can litterly pour in from almost all directions and defenders will have less to work with, since they will be defending on the CC or what ever is the case in Planetside 2, therefore an enemy breakthrough will mean the loss of that part of the base rather then a signal to fall back to secondary defensive positions. It appears that it has been decided that a large portion of the defensive play will be cut out for some bases. Then again maybe Zevran, the base we've seen the most of, is designed that way because its right smack in the middle and we will always be fighting over it. I mean who can't say that they would have been happy if Cyssors design made the fighting progress just a little bit quicker so we weren't always fighting over it. |
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2012-07-11, 11:04 AM | [Ignore Me] #33 | ||
Master Sergeant
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I can see a lot of people panicking over the lack of a traditional castle style base. It's true that those are much easier to defend due to the bottlenecks and kill zones and such, but I'll point something out.
Base defense is now going to be about holding strongpoints rather than holding the entire base. It's now possible to defend a base without even holding the entire thing since it doesn't revolve around one CC and one room. That being said the control point with the wall near it will be much easier to defend than one in a field. The walls are built to allow shooting in two directions at once, towers are almost 360. Let go of the idea that the entire BASE needs to be defended and start thinking about defending points WITHIN THE BASE. I think that's the direction PS2 is going with. |
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2012-07-11, 11:23 AM | [Ignore Me] #35 | ||
Captain
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The first picture looks way better. They need more interior fighting room/levels, more corridors to go along with the open rooms, more protection, and like the first pic they need a perimeter around at least 50% of bases not 20%
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2012-07-11, 11:30 AM | [Ignore Me] #37 | |||
Corporal
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It's usually the defenders farming kills until the attackers get enough maxes for a max crash. I don't see the fun in that. Last edited by Aberdash; 2012-07-11 at 11:33 AM. |
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2012-07-11, 12:24 PM | [Ignore Me] #39 | |||
Corporal
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In Higby's stream he respawn edge at a tower (maybe considered one of the base spawns, not sure if the structure was attached). But he actually jumped through a hole in the floor that had a force field. Not sure if there were other ways in or not, but made it look like you won't be able to access freshly spawned players there. |
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2012-07-11, 12:32 PM | [Ignore Me] #40 | |||
First Lieutenant
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2012-07-11, 12:50 PM | [Ignore Me] #41 | ||
Staff Sergeant
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You might think having basses that are easy to get into like Zurvan will not be easy to defend. But think of it as if its attracting the attackers in, its the most obvious way inside so most ppl will go by that way. This means it is allot easier to plan for an ambush, let them come in and when the attackers are fully committed inside the base, the defenders can hit them from all sides in an ambush.
I also don't think that vehicles will be able to effectively camp the inside of a base without infantry support and isn't that what we want? If tanks go in alone, they will be kitted to death by infantry with AV weapons (I have seen happen in all the BF games). On the other hand, if you only go in with infantry, you might not have the punch that is needed to get a foothold in a properly defended base. So combined arms will be necessary in taking and defending a base, because if you go in as a one trick horse, you will be easily countered. |
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2012-07-11, 01:29 PM | [Ignore Me] #43 | |||
Brigadier General
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Personally I'm really looking forward to the new design of the bases, both the variety and the use of terrain. I got tired of the repetative cookie cutter bases that lead to repetative cookie cutter gameplay. (take out turrets, push into CY, push into doors, push downstairs, rinse, repeat) |
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2012-07-11, 01:58 PM | [Ignore Me] #45 | ||
Sergeant
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My favorite part of defending a base in PS1 is when we all get on the walls closest to the tower and a massive fire fight would erupt between us and the enemy outside and on the surrounding hills. It's so cool to peek out, get off a few shots, take a bit of damage and duck back behind the cover of the large plates on the wall.
It does make the bases feel like castles but hell, that's what I, personally, want: To defend a castle, hold the walls and make the enemy pay for every inch they get closer. |
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