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2013-01-09, 04:45 AM | [Ignore Me] #46 | ||
Sergeant Major
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Some great changes there, which really look like they're going to help address one of the biggest issues in the game right now - the constant spawn-camping, especially by vehicles.
Even as a keen tank-driver, I'm glad to see I'm going to have to work a little harder for my kills and XP from now on - and be more rewarded when I take a break from tanking to do support work or defend outposts. Good work devs, you're really helping to rebuild my faith in this game after a shaky start with the rushed beta. Also, I know it's not a priority - but I'd still love to see some kind of cert that lets my gunner control the main gun and allows me to concentrate on driving, so I hope that's on the list somewhere. |
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2013-01-09, 04:56 AM | [Ignore Me] #47 | ||
Staff Sergeant
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All good news to me.
Better visibility of defense XP might encourage players to defend more, especially as you can now access the main facility safely thanks to tunnels and a redisigned spawn building. Coupled with lower XP gains and respawn invulnaribility, these could all reduce the occurence of spawncamping. At the very least, it will make it more profitable for defenders if they manage to kill a spawncamper or two, who will presumably be worth a lot more XP than said defender! -e- Come to think of it, if this isn't an incentive to go to great lengths to take down a spawncamping liberator, I don't know what is. Even in a suicide run, imagine the big bonus for taking the bird down. -e- I'm curious to see what the SMG's are all about (perhaps usable by Infiltrators?). @gunshooter: PS2 already has carbines and IRL SMG's are not carbines. But I do agree with you to an extent, I'd like to see how they will fit in with what already exists in the game. They're taking what the community says into account, even if they appear to fail to address all the concerns (some which I don't necessarily share, but that's not my point). I certainly don't expect them to fix everything in a single stroke, nor would I agree with such an approach. It's a start, and that's what's important to me. Last edited by Dodgy Commando; 2013-01-09 at 05:04 AM. |
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2013-01-09, 05:18 AM | [Ignore Me] #48 | ||
Sergeant Major
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So no new Continents and people are leaving the game because they probably think Planetside2 is a tri-island shooter and it plays like cod/bf3.
Lack of content I want as a customer tbh, seriously.
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BR34 CR5 - Werner since 2005. 4000+ Hours of PS1 |
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2013-01-09, 05:38 AM | [Ignore Me] #49 | |||
Contributor General
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Nothing about undoing the odd change to the Tech Plant in the previous update - the one that made the generator insanely vunerable. I also thought that underground structures couldn't be done in this engine, so maybe they've updated the engine similar to when water wasn't possible. |
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2013-01-09, 05:40 AM | [Ignore Me] #50 | |||
Private
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This way killing a badass engeneer that didn't shoot a single bullet but was a repair/ammo master will give me more xp than shooting the dumbass LA that scored 2 kills with a C4. Oh and extend that to Sunderers, more spawns/resupply, more xp! Last edited by Dreadino; 2013-01-09 at 05:41 AM. |
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2013-01-09, 05:42 AM | [Ignore Me] #51 | ||
Contributor First Sergeant
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"Tunnels under bases", as in "big ass tunnel layouts with rooms and important capturable/destroyable objectives where everyone will have to focus on infantry CQC, with a lot of Planetside 1 base-layout inspiration", or as in "long and boring tunnel to go from point A to point B, and useful only to walk around the enemy's blocus on your spawnroom" ?
I hope the first option will be used, but I fear it'll be the second. |
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2013-01-09, 06:22 AM | [Ignore Me] #54 | ||
Dynamic xp and invulnerable for newly spawned is a great fix imo. We should see less Sundy camping now. Far less. Add in increased HE reload times. Beerbeer should be happy
Tunnels - good to see (screw you flyboys) - mana turrets just got useful. And lashers sadly. SMG - I guess one handed Uzi types for inf class? Hopefully a boost in frames for my graphics card too. I think 5770 qualifies as "older"
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2013-01-09, 07:04 AM | [Ignore Me] #55 | |||||
Lieutenant Colonel
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He didnt go full retard, wow
Spoke too soon. nevermind.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. Last edited by p0intman; 2013-01-09 at 07:19 AM. |
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2013-01-09, 07:09 AM | [Ignore Me] #56 | |||
.sent via phone.
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2013-01-09, 07:10 AM | [Ignore Me] #57 | |||
First Sergeant
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2013-01-09, 07:22 AM | [Ignore Me] #59 | ||
Staff Sergeant
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Great to see an SMG coming into the game, but I think its implementation requires a larger range of weapon stats. In the SMGs case, it needs to have killer hip-fire at short range, but it should also allow players to move faster - relative to players with other types of guns - when aiming down sight.
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2013-01-09, 07:29 AM | [Ignore Me] #60 | ||
Private
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"Resource bonus moved over to continent population instead of global"
That sucks a little, its only 10% and what's the point, once you conquer, you don't come back to the continent unless you need to, to stop it be re capped. All continents should feel the benefit if your side caps a continent |
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