Thoughts on new S-AMS - Page 4 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: why not the upper-left corner?
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
Click here to go to the first VIP post in this thread.  
Thread Tools Search this Thread Display Modes
Old 2012-09-26, 12:47 AM   [Ignore Me] #46
Whiteagle
Major
 
Whiteagle's Avatar
 
Re: Thoughts on new S-AMS


I do like the new battleground... except for the Tank Spam...

It doesn't help that there is a giant canyon separating us TR from two of our Major Facilities...

...Fucking Manmowers and Cylon Raiders...
Whiteagle is offline  
Reply With Quote
Old 2012-09-26, 03:34 PM   [Ignore Me] #47
HenchAnt
Corporal
 
HenchAnt's Avatar
 
Re: Thoughts on new S-AMS


Really like the changes the S-AMS brought to gameplay.

Even though it's not yet perfect, it's definately a step in the right direction.
HenchAnt is offline  
Reply With Quote
Old 2012-09-27, 01:54 AM   [Ignore Me] #48
Rivenshield
Contributor
Major
 
Re: Thoughts on new S-AMS


Originally Posted by Qwan View Post
Im thinking that the sundy AMS is working pretty well. I mean if the object of the game is to get people to the fight, so that they can have fun while playing the game is the over all target then this is the thing thats going to do it. I still think they should give a area restriction like with the old AMS, and with that a small cloak shield to prevent spawn kills.
All of this.

I haven't been able to play for two weeks, being on the road with crappy hotel Wi-Fi, but it does me immeasurable good to read about all the improvements that have been made. We have the AMS back -- sort of. Now let's get it back the rest of the way.... and after that, let's get sancs and rotatating wrap gates so we can fight different enemies in different directions...

...kicking and screaming will the devs re-learn the same game design lessons of yesteryear...
Rivenshield is offline  
Reply With Quote
Old 2012-09-27, 03:35 AM   [Ignore Me] #49
DrakoGaming
Private
 
Re: Thoughts on new S-AMS


I really love the new S-AMS, I fought in a few battles today in a random field as we pushed to a new tile, felt a lot like PS1 in that sense.

Last edited by DrakoGaming; 2012-09-27 at 03:40 AM.
DrakoGaming is offline  
Reply With Quote
Old 2012-09-27, 07:20 AM   [Ignore Me] #50
Ghost Runner
Staff Sergeant
 
Re: Thoughts on new S-AMS


All this talk about a cloak to protect spawners seems wrong if your getting camped that spawn is compromised and you should choose another spawn location. Mobile spawns should have drawbacks just my humble opinion.
Ghost Runner is offline  
Reply With Quote
Old 2012-09-27, 09:57 AM   [Ignore Me] #51
Baneblade
Contributor
Lieutenant General
 
Baneblade's Avatar
 
Re: Thoughts on new S-AMS


PS2 AMS need shield bubble, not cloak bubble.
__________________
Post at me bro.

Baneblade is offline  
Reply With Quote
Old 2012-09-27, 11:12 AM   [Ignore Me] #52
Gugabalog
Major
 
Gugabalog's Avatar
 
Re: Thoughts on new S-AMS


Originally Posted by Baneblade View Post
PS2 AMS need shield bubble, not cloak bubble.
I like it.
Gugabalog is offline  
Reply With Quote
Old 2012-09-27, 11:16 AM   [Ignore Me] #53
Bocheezu
Master Sergeant
 
Re: Thoughts on new S-AMS


They seem OK; plenty of rocks to hide behind, even in the flat desert of the North.

I don't know if it's indended, but having them in the vehicle bay of Zurvan, behind every single shield, makes it super tough to take that base. Attackers have to destroy every shield generator (including the one by the capture point and just down the stairs from the vehicle bay) just got get to the vehicle bay.

I was surprised that you can't have spawning and vehicle ammo at the same time, so that felt like 50 cert points wasted. I think they halved the Prowler ammo capacity though, so probably not a total loss, but the Sundy driver should get +10 resupply bonus every time something gets ammo from it.

The handling on hills is just awful sometimes; the steering does absolutely nothing going down a hill and you just keep going and going and going in this straight line before you finally hit a flat spot where you can TURN. I realize this is supposed to mitigate the ability to roll over, but the thing is like a runaway beer truck and just doesn't ever slow down.
Bocheezu is offline  
Reply With Quote
Old 2012-09-27, 12:08 PM   [Ignore Me] #54
ringring
Contributor
General
 
Re: Thoughts on new S-AMS


Originally Posted by Gugabalog View Post
I like it.

No shield bubble .... the reason is if you go AMS hunting and you're successful you should get the reward.
__________________
ringring is offline  
Reply With Quote
Old 2012-09-27, 01:28 PM   [Ignore Me] #55
Baneblade
Contributor
Lieutenant General
 
Baneblade's Avatar
 
Re: Thoughts on new S-AMS


Originally Posted by ringring View Post
No shield bubble .... the reason is if you go AMS hunting and you're successful you should get the reward.
How would the shield bubble affect success of AMS hunting? I'm more concerned with spawn camping, and so is SOE apparently.
__________________
Post at me bro.

Baneblade is offline  
Reply With Quote
Old 2012-09-27, 02:00 PM   [Ignore Me] #56
cBselfmonkey
Sergeant
 
cBselfmonkey's Avatar
 
Re: Thoughts on new S-AMS


Originally Posted by Baneblade View Post
How would the shield bubble affect success of AMS hunting? I'm more concerned with spawn camping, and so is SOE apparently.
Give a deployed S-AMS a powerful, short ranged weapon? Like a deployable...cannon or something? Would certainly encourage people to take the thing out as opposed to just hanging around it to collect easy points. Give it a smallish firing arc to encourage smart deployment for defenders and strategic flanking for attackers.
cBselfmonkey is offline  
Reply With Quote
Old 2012-09-27, 09:02 PM   [Ignore Me] #57
Tiberius
Corporal
 
Tiberius's Avatar
 
Re: Thoughts on new S-AMS


Like the shield bubble idea. Thing needs more armor.

Also like the cannon spec idea. It's a sitting duck, def needs AA if its not going to cloak.

AV and AI would be nice too (maybe one turret you can switch from AA to AV on?)
Tiberius is offline  
Reply With Quote
Old 2012-09-28, 08:54 AM   [Ignore Me] #58
Baneblade
Contributor
Lieutenant General
 
Baneblade's Avatar
 
Re: Thoughts on new S-AMS


Originally Posted by DjEclipse View Post
It will discourage AMS camping, waiting for enemy to spawn at AMS for easy kill.
I know, which is why I suggested it.
__________________
Post at me bro.

Baneblade is offline  
Reply With Quote
Old 2012-09-28, 02:54 PM   [Ignore Me] #59
ringring
Contributor
General
 
Re: Thoughts on new S-AMS


Originally Posted by Baneblade View Post
How would the shield bubble affect success of AMS hunting? I'm more concerned with spawn camping, and so is SOE apparently.
Have a cloaking shield but not a shield bubble.

I don't mind the idea of spawn camping simply because if you're getting spawn camped at an ams it's essentially your choice.

This is not to be compared to the spawn camping we've recently seen at tower spawns and similar where it was down to being unable to enter the spawns when the tower flips.
__________________
ringring is offline  
Reply With Quote
Old 2012-10-01, 02:07 PM   [Ignore Me] #60
Buggsy
Sergeant Major
 
Re: Thoughts on new S-AMS


Buggsy is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:51 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.