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2012-11-08, 07:31 AM | [Ignore Me] #31 | ||
Private
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I appreciate you changing the rules for deploy-able mines and other objects. All too often I'd need to go MAX for just 2 minutes (a wasteful temp switch already). I'll be in better spirits being able to keep my ammo on the ground as well.
I think this will allow lone-wolves to be more functional overall should they choose to play with deployables. It will also help the zerg stay equipped. I suggest engi-turrets not be on this list, as players already like to make "walls" of turrets and this could lead to an easy exploit. |
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2012-11-08, 07:34 AM | [Ignore Me] #32 | ||
Captain
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I don't like the health regen times at all either. It should take longer than 20s to kick in and a lot longer than 40s after that to get you to full health. It could work if it was at least 1 min to kick in and after that somewhere between 3 to 4 min to get you to max health, but i'm just guessing... maybe even those numbers would still be too fast.
Edit: Anyway, the point is it shouldn't affect the outcome of an engagement too often, it should mostly be a tool to allow you to be effective in the next one after you survive this one. Last edited by Dagron; 2012-11-08 at 08:04 AM. |
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2012-11-08, 08:01 AM | [Ignore Me] #34 | |||
Lieutenant Colonel
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2012-11-08, 08:57 AM | [Ignore Me] #37 | |||
Lieutenant Colonel
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I suspect we are talking about different things: - infiltration is a gameplay - capturing undefended territories is not (it would fall into the metagame category, or rather, its absence thereof) |
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2012-11-08, 10:53 AM | [Ignore Me] #38 | ||||
Major General
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2012-11-08, 10:57 AM | [Ignore Me] #39 | ||||
Lieutenant Colonel
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This is indeed yet another item, that adds to the total number of items that remove any reliance on anyone else. Yet another "Playing alone, Together" feature.
* No, its not. Last edited by MrBloodworth; 2012-11-08 at 11:02 AM. |
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2012-11-08, 11:11 AM | [Ignore Me] #40 | ||
Lieutenant Colonel
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Dear god, they have no idea what they are doing do they?
Instead of fixing the base layouts that PROMOTE Camping, they triple down on mass on point mechanics? Tug of war? You mean the chance for a comeback, that's a bad thing that needs to be removed? I am so, so disappointed. ............... Last edited by MrBloodworth; 2012-11-08 at 11:14 AM. |
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2012-11-08, 11:23 AM | [Ignore Me] #42 | |||
Lieutenant Colonel
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Instead of expanding and modernizing the "hacking" game play they have chosen the mass on point game play of session based shooters. |
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2012-11-08, 11:31 AM | [Ignore Me] #44 | ||
First Sergeant
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Couple Things
1.) Base mechanics: I see alot of people saying "well if you don't have it just pull from WG who cares!" think about that... if your fighting on Indar and your VS and the front line is at twarich think how long that tanks gonna take to get there, and how this would disrupt an armored column. 2.) Health Regen: "medics will be useless!!!" ok this is ridiculous medics still will be needed to heal in fire fights as well as resurrect. Now they just wont be needed for after the fight top off's. 3.) Tug of War: basically AWESOME! finally i can lead my platoon else were with out having to go "how long before i have to come back and recap this from 1 lone infil/LA" 4.) Continent Lock bonus: they are setting the ground work for some awesome last ditch defenses and offenses, and eventual continent lockout. Couldn't be happier. Basically all this looks like great stuff, I really like the way this game is heading. |
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2012-11-08, 11:35 AM | [Ignore Me] #45 | |||
Lieutenant Colonel
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We now have a capture mechanic that relies on a bunch of randoms accidentally being in the same area. |
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