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Old 2011-09-22, 05:27 PM   [Ignore Me] #46
ThGlump
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


Originally Posted by Sirisian View Post
Even the BF2142 tanks had a momentary shield to give players more choices. I know PS2 isn't going to do this, but imagine if tanks had straight up upgrades to add canister smoke grenades like the one's on real tanks.
This is exactly what should have been tank upgrades operated by driver. Shield for tank battles, smoke for running, flamethrower for defense from close soldiers, minefield clearing. There can be plenty what could driver do. Just dont ruin the game by giving them main weapon, because some feel that certing tank means shooting from it. It was always support (like AMS, or gal) - support your empire and cooperate with others. Not one man army. BFRs ruined the game with this mindset. Now theyre there from start

Whats next? Galaxy pilot complaining that he cant shoot?
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Old 2011-09-22, 05:30 PM   [Ignore Me] #47
DviddLeff
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


I was initially really concerned about the driver using the main gun decision.

I am and always have been a Mag driver in PS, I am a damned good gunner on occasion, but most of the time I am driving. I do not mind driving at all, but I'm a team player at heart and I would much rather be letting someone else have fun than know I am having fun at their expense.

What I really want to see is for tank drivers to be have the option to switch controls with the passenger, so the driver controls the secondary gun while the passenger controls the main cannon; solves the problem without developing any more as long as the driver can ONLY switch when there is a passenger in the tank.

I fully support the ability for tanks to kit themselves out with different weapons.

The potential loss of buggies I do not mind; as a VS we've been stuck with the Thresher as an option for years; we may as well have not had one.
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Old 2011-09-22, 05:38 PM   [Ignore Me] #48
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


Originally Posted by DviddLeff View Post
The potential loss of buggies I do not mind; as a VS we've been stuck with the Thresher as an option for years; we may as well have not had one.
Whereas I, as a TR player, had always wanted to drive a Thresher. So much so that, for a very long while, jacking a Thresher has been my main goal in the game.
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Old 2011-09-22, 05:45 PM   [Ignore Me] #49
Draep
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


Making tanks 1 man operable seems to be the future skyguard of PS2. Yes, at first maybe people will opt to train more specialized infantry skills but because this system does not seem to limit your possibilities in terms of what you may eventually do, certing a tank may be the easiest way from getting from base to base, where you may dismount and rekit for indoor fighting.
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Old 2011-09-22, 05:52 PM   [Ignore Me] #50
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


Yea thats another thing. They made classes so they get rid of soldiers that can do everything, and at the same time they add tanks that can do everything with 1 person in it. Where is consistence in it?
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Old 2011-09-22, 05:53 PM   [Ignore Me] #51
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


Originally Posted by Sirisian View Post
You really needed to enjoy driving to assist players. For me it was dull. I don't play an FPS game to assist a player for hours. I need to shoot a gun.
Well, from the sound of the changes they're making it seems that you are the target market for this game. Meaning that they are trying to appeal to players like you. So you should be happy despite the fact that in 5 months this game the servers will be empty - just like every other server based shooter.

The difference between a MMOFPS and a server based shooter, is community and something else to do besides shooting a weapon. It is that ability to have an alternative style of game play, teamwork and community that adds to a games longevity.

Vehicles are only one small variable in the equation that makes up PS2.
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Old 2011-09-22, 06:12 PM   [Ignore Me] #52
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


Originally Posted by ThGlump View Post
Yea thats another thing. They made classes so they get rid of soldiers that can do everything, and at the same time they add tanks that can do everything with 1 person in it. Where is consistence in it?
In PS1 you've got a lot of soldiers that can do something against vehicles, but really not too much. In PS2 you will have an entire class whose sole purpose will be to destroy vehicles, tanks included. While there will be a limited number of these, they will surely be a powerful counter to tanks, plus we don't yet know how powerful the other counters (like Libs and Reavers) will be. Depending on how tough it will be to switch from main gun+driving to the secondary AA gun, a solo tank can end up being quite defenseless against air.
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Old 2011-09-22, 06:43 PM   [Ignore Me] #53
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


Originally Posted by Malorn View Post
Confirmed no AMS or cloaking vehicles, no buggies, no artillery, and no lightnings.
Source, please! Must have missed that one.
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Old 2011-09-22, 06:46 PM   [Ignore Me] #54
NapalmEnima
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


And lets not forget the humble jammer grenade. If jammers make a come-back in PS2, most/all infantry classes will have access to them, though it may be a cert.

Pop that tank with a jammer, and your squad-mates can punisher-rocket them to death unless they GTFO. And they'd better do it driving backwards or they're going to get those rockets in their soft rear armor.

I really hope they keep jammers.
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Old 2011-09-23, 02:11 AM   [Ignore Me] #55
Azren
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


I fully agree with the OP of this topic.

I belive that taking ideas from BF games was a very bad choice from SOE. The reason is simple: BF games are not meant to last. They are only supposed to hold a number of players until the next big BF title rolls out. Those games are set up for a short term gaming experience, not many years to come.

On the other hand we have PS, which may be the oldest multiplayer FPS still being played, and they choose to scrap the key aspects of it (the aspects that made players want to keep playing it after such a long time) in favor for "I WANT TO SHOOOT DAMNIT, NO SUPPORT" mentality... I start to wonder if we will be able to repair the tanks at all, or are they only a one use exposable item now.

PS2 really needs to scrap the idea of driver controlled main gun, and AA secondary weapons for tanks (PS1 tanks have AA capabilty too, but only in large numbers, that is a balance that works).
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Old 2011-09-23, 02:20 AM   [Ignore Me] #56
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


Originally Posted by DviddLeff View Post
What I really want to see is for tank drivers to be have the option to switch controls with the passenger, so the driver controls the secondary gun while the passenger controls the main cannon; solves the problem without developing any more as long as the driver can ONLY switch when there is a passenger in the tank.
As I mentioned before this can't work. The gunner position has equal (or more) firepower than the driver. You can't just let a driver access AV, AA, or AI weapons. Allowing the driver to release the main cannon to a driver if they wished without giving them anything else is a far more balanced option.

Originally Posted by Kurtz View Post
The difference between a MMOFPS and a server based shooter, is community and something else to do besides shooting a weapon. It is that ability to have an alternative style of game play, teamwork and community that adds to a games longevity.
Couldn't agree with you more. Can't wait to have a gunner in my liberator to protect me from the ES fighters and get escorted by friendly ES fighters.
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Old 2011-09-23, 02:23 AM   [Ignore Me] #57
Brusi
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


Originally Posted by Zulthus View Post
Source, please! Must have missed that one.
Yeah, thats a biggie! When did they release that info?!
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Old 2011-09-23, 02:25 AM   [Ignore Me] #58
sylphaen
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


Here is what I think: planetside 2 is meant to be an infantry game.

IMO, forget the PS1 style tanks dedicated support-minded driving because everything will be centered around troop fights.

To make an intense and enjoyable trooper fight, you do not want a vehicle to drive-by and wipe the floor. This would disrupt the flow. Vehicles like tanks also tend to cover a lot of area so you can pack less people in a zone if you fill it with vehicles vs. infantry. (Air vehicles are an exception because they dont crowd out the ground but rather move the fight to a 3rd dimension)

I also hope that you enjoy shelling !
As many mentionned before me:
low durability in close-quarters = tanks used from far as artillery platforms

And with enough "bad accuracy" built into the cannons, it will even be more fun for infantry ! Very intense battles ! Shells were landing all around me as I fought heroically to defend the objective!!!


In short, ground vehicles will be in to offer some entertaining variety in gameplay (temporary "power-up") but most essentially, their true role will be to play targets for air vehicles and engineers.



PS2 will not necessarily be a bad change compared to PS1; it's just a completely different game under a same artistic direction.


I was a dedicated driver in PS1 but that will probably change. I disliked vehicle in BF2142 and I loved the support class. A decade after both games came out:

1. I still played PS again this year. It's very much due to having met great people in the game and always enjoying socializing with them.
2. I never bothered trying to interact socially with anyone in BF2142 since it was all about the chat spam & frag count (and spamming support class weapons was just way too addictive). Oh, and I never played BF2142 again after 3 months of playing it even though I had some fun.


To conclude this post, PS2 will live long if the social side works. If it does not well... It will have some success anyways !
> free game with brand new graphics
> 24/7 2000 people fragfest
> leaderboards and stats

There may definitely be a shortage of support oriented players (relativily to solo inflated ego killwhores profiles) but no FPS player is truly 100% support, or we wouldn't be playing with fire.
:P



RANT: To everyone who comment about how ground vehicles should be weak while planning to play air vehicles anyways, I do sincerely hope that if tanks get 2-shot from engineers, your planes will get one-shot by homing missiles you won't see coming. Don't take it too personally ! I say it for the good of the engineer class which you are so keen to see own vehicles.

What goes around should come around !

(I lied, you can take it personally. 10 years of getting farmed by reavers can make someone bitter. ^^ )

Last edited by sylphaen; 2011-09-23 at 02:29 AM.
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Old 2011-09-23, 02:44 AM   [Ignore Me] #59
Missundaztood
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


What we've all got to remember is SOE are trying to attract new players to the game, and the majority will most probably come from a BF2/COD backgrounds. These games are attractive to these people for a reason!

Unfortunaltey if they soley concentrated on the existing gamer base (whilst important to consider suggestions from them) PS2 would turn out a failure just as PS1 did.
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Old 2011-09-23, 02:45 AM   [Ignore Me] #60
Azren
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Re: Key Parts of PS1 Vehicle Combat Missing from PS2


Originally Posted by sylphaen View Post
> free game with brand new graphics
> 24/7 2000 people fragfest
> leaderboards and stats
> graphics will be on the low end compared to other recent games due to the large number of players it needs to render
> will get boring without the support roles real fast for most people
> don't care about those, I care about capturing territory

Grunt combat should dominate inside buildings and forests only. I do agree that vehicles should not be attainable by just anyone (much like it is now), or we will end up with tank zergs when enemy attacks with grunts, reaver zergs when enemy uses tanks and AA MAX zergs when enemy uses reavers. Silly concept. There should be some limit in jumping between roles (like you can select 2 of your unlocked roles at a given time, changing the selection would be on a 6 hour cooldown)
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