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2013-03-06, 08:03 PM | [Ignore Me] #31 | ||
Staff Sergeant
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First, to everyone asking "why fix what's not broken" - he's just getting feedback; if you don't think there's anything wrong with the current model, that's all you need to say. No need to start trying to tell him what question he should have tweeted out today.
To answer the question:
Edit: And related to SCU's, I think -all- base objectives should have feedback in the game world itself; Like base-wide flood lights that turn on when the SCU is compromised / down, spinning red lights on the building generators are in if it's generator is compromised / down, etc. I shouldn't have to look at my minimap / map nearly as often as I do to figure what's happening where in a base. Last edited by Kail; 2013-03-06 at 08:08 PM. |
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2013-03-06, 08:18 PM | [Ignore Me] #33 | ||
Major
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It's better if they wait for new modified hex system (Rush Lanes) in place before making any SCU changes. They still don't know how the new system can affect the battle flow.
But if they really want to change the SCU, then: 1) make them captureable like a node instead of destructible/repairable. 2) add a second shield generator for the SCU. The problem is not the SCU itself. It's the shield generator. Once it is down, it's hard to repair. If there's a second SCU shield generator, then the attacker would have to defend that too if they want the SCU to be permanently down. One can see how effective gameplay is the double shield generator for the bay doors/gates. Why isn't the same principle applied to the SCU generator? |
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2013-03-06, 08:43 PM | [Ignore Me] #34 | |||
Private
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2013-03-06, 09:12 PM | [Ignore Me] #35 | ||
Brigadier General
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SCUs need to be removed, thats the fix.
Remove them, replace them with generators powering the pain field and shields of spawn rooms. Make Spawn tubes killable. Add tunnels as ways to get to the SCU to prevent them from being destroyed. The problem really is that SCUs usually die after the base is already lost because of overwhelming force. The tunnels helped, as they give defenders a way to bypass the enemy vehicle spam, but they are by far not enough. Planetside 1 worked because it was a logical line from base doors -> spawns/generators -> Base cap, at least for biolabs and interlinks. Amp stations had the vehicle spam problem PS2 has right now, but thanks to CR5 EMPs, OSes, far less vehicles, short distances and high TTK, the problem could be dealth with. Tech plants showed awesomly how PS2 should be: dont destroy SCU/gen/spawns and you have a hard time holding that hack. I fondly remember those maxcrashes up the stairs in order to get the base resecured, or maxcrashes down the stairs in order to kill the defenders. So, what we needi s that linear gameplay again. A -> B -> C. Let us figure out how to get from A to B in the current situation, dont give us the option to completly bypass B and go straight for C, because that usually ends in defenders sitting at B while attackers just ignore them, causing no fight at all but instead just boredom for everyone. |
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2013-03-06, 09:28 PM | [Ignore Me] #36 | |||
Lieutenant Colonel
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QFT This, so much this. |
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2013-03-06, 11:15 PM | [Ignore Me] #39 | |||
Contributor Lieutenant Colonel
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The flow of combat is the most jarring thing about most base fights and could stand to be improved. |
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2013-03-06, 11:24 PM | [Ignore Me] #40 | ||
Corporal
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I agree that fighting your way in and destroying the tubes was a great element to PS1. It also made for epic last stands.
I have no solution to offer here, I just wanted to say what I found very enjoyable. On a side note, could we stop fixing/researching things that no one has mentioned and get to work on showing mines on the map? Or adding in the spitfire turret already! |
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2013-03-07, 01:08 AM | [Ignore Me] #42 | ||
Major
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I kind of liked the old system where the SCU took damage. Instead of being hacked. If they put the SCU's in very defensible rooms similar to the downstairs room the Amp Station SCU is in that could be a lot of fun to fight over. Engineers repairing, and trying to keep out enemy Heavies/AV MAX, and so on trying to kill it.
Of course before it gets to that point I agree with having to hack multiple gens to gain access. I think these should actually replace some of the current capture points in the Biolab. Might as well since I think everyone has come to realize the primary objective is killing the SCU, and any Sunderers to win the base fight. |
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2013-03-07, 01:11 AM | [Ignore Me] #43 | ||
Corporal
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If the SCU is down and the tickets are full or going down (ie less than 50% capture), then you should still be able to spawn but with a doubled spawn time.
If the SCU is down and the enemy tickets are going up (ie more than 50% capture), then you should not be able to spawn also the spawn point shields and pain-field should be turned off. -or- For a more gradual change. 0-25% capture = no spawn change. 26-50% capture = doubled respawn timers. 51-75% capture = no respawning but spawn defenses remain up. 76-99% capture = no respawning and no spawn defenses either. On a side note. The SCU should not exist only for the attackers to be able to ensure a base capture. There should also be systems in place to ensure that a dropped SCU provides defenders a chance to make a counter attack to re-secure the base before it is captured. To this end I propose... Dropping the SCU should slow capture times (Because: SPACE! or NANITES! or GAME LORE!). How much? Whatever is balanced. This would need to be readily displayed for all players to avoid confusion. Bad part of this would be the TKing among the attackers that did/did not want to drop the SCU. |
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2013-03-07, 01:11 AM | [Ignore Me] #44 | |||||||
Major
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Most of the time you have no means to dig in and defend your spawn capabilities, by the time the shield is down you have half the attacking force waiting there to snag the overload. The only place you can really do this now is at Amp Stations, but that's because it's the only one I've seen with direct access from Spawn to SCU.
I mean, I'm all for more audio and visual cues for base status, but if the Forgelight Engine's biggest selling point is its ability to handle ambient lighting... why aren't their big warning lights that go off when this important thing is about to explode?
I mean, technically that could allow a lone infiltrator to pretty much flip control of entire bases behind the front lines, while Infil-Sundies are already a headache to deal with. ...Is it possible to make the interactivity of the SCU dependent on context? Then maybe we could combine Overloading and Infiltrator Hacking; you can ether rush your way to the SCU and destroy it, hoping you have enough influence and offensive momentum to just cap and continue to push, or risk defenders successfully ousting you before you have the base over 50% flipped so you can hack over the spawns which will give you effective control over the base. The former is a far safer bet for capturing that base but will leave it vulnerable to counter attack, meaning you might end up loosing it if the enemy is already pushing back your way. The latter provides a foothold from which to brace for a counter-push, which will be very important if we ever get true intercontinental warfare mechanics, but also gives that counter-push a far easier means to re-secure. |
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2013-03-07, 01:15 AM | [Ignore Me] #45 | ||
Corporal
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I like the idea of bringing back the shoot-to-kill on SCUs and of multiple generators to access them.
In fact, multiple generators that must be simultaneously under-hack (ie their hacks must start within 10 seconds of each other) would be very nice as well. |
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