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Old 2011-10-30, 02:27 PM   [Ignore Me] #46
SgtMAD
Captain
 
Re: Bailing mechanics


Originally Posted by EASyEightyEight View Post
Getting the vibe everyone expects more of the same with PS2 if bailing is allowed.

...Except only heavy armors can wield rocket launchers and miniguns in PS2, and I'm not under the impression heavy armors can pilot anything. Essentially, the bailure will be a meek little agile with a rifle or a sweeper. At worst, a sniper/cloaker.
if you start making sense here , they will boot you LOL

actually we have already thought up something to abuse besides hotdropping,just waiting for beta to do a little "research"
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Old 2011-10-30, 03:19 PM   [Ignore Me] #47
Bags
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Re: Bailing mechanics


Heavy armor can drive ground vehicles, IIRC. Not 100% sure.
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Old 2011-10-30, 03:52 PM   [Ignore Me] #48
EASyEightyEight
Sergeant Major
 
Re: Bailing mechanics


Originally Posted by Bags View Post
Heavy armor can drive ground vehicles, IIRC. Not 100% sure.
Yeah but... they're on the ground, and the vehicle likely has to come to a dead stop first. Even if they escape successfully, they're just another shell away from oblivion.

The issue with this thread are jack-asses bailing out of an aircraft over a base/tower armed to take on Skynet.
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Old 2011-10-30, 03:59 PM   [Ignore Me] #49
Bags
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Re: Bailing mechanics


I just asked Higby, he says currently they can but in the future they will probably add armor restrictions.
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Old 2011-10-30, 09:29 PM   [Ignore Me] #50
Traak
Colonel
 
Re: Bailing mechanics


MAX's driving buggies. Especially AA/AI maxes driving AA buggies. (New maxes can have 2 weapons) Now THAT would be balanced against bailures.

Pilot gets to farm infantry ad nauseum, attacks AA buggy that is shooting at him, just before it blows up, AAMAX jumps out while buggy is moving at top speed, and lands, stationary, and continues firing at the plane. Pilot, shrieking about how unfair it is for someone else to be able to bail, and only sissy pilots should be able to, while equipped with the heaviest AV and AI weapons in the game, and just before his plane blows up (as usual) he bails and attacks MAX with his AV, then AI assault weaponry. MAX blows him to shreds with his AI weaponry.

There you go. Balance. Pilot has mobility, an entire planeload of weapons, plus his AV and AI weapons when he bails, MAX has armor and firepower, both AA and AI.

Or they could just dispense with all that and give pilots a knife and that's it.
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Last edited by Traak; 2011-10-30 at 09:37 PM.
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Old 2011-10-30, 11:31 PM   [Ignore Me] #51
Xyntech
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Re: Bailing mechanics


Originally Posted by Traak View Post
Or they could just dispense with all that and give pilots a knife and that's it.
You could try posting a reasonable opinion now and then. People may actually start caring about what you say.

It sounds like half the problem is already solved if classes that can pilot aircraft are unable to carry HA or AV weapons.

I still wouldn't mind the effectiveness of bailing be reduced a bit further.

Maybe make it so that you bail at a random time shortly after you hit the eject button, anywhere from 2 to 4 seconds after you hit it. That way you wouldn't be able to bail out the exact second that you were about to die and you also wouldn't be able to precision drop on the exact spot you want to land.

HA and AV aside, that would take care of two of the biggest abuses of bailing.

Last edited by Xyntech; 2011-10-30 at 11:33 PM.
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Old 2011-10-31, 01:41 AM   [Ignore Me] #52
sylphaen
Lieutenant Colonel
 
Re: Bailing mechanics


Just to clarify a few things:
- FYI, I do suck at flying reavers/mosquitoes in PS1. However, it's not because I fail at flying that I do not appreciate the good players who know how to fly and dominate with those vehicles.
- You guys focused a lot on bailing from aircraft but this thread is not limited to those vehicles.
- I'm pretty sure that without even getting into bailing mechanics, talking about reaver/mosquito balance would be a very heated debate.


Concerning bailing, I tend to stand with the "pilot limited to low-caliber equipment" crowd. Low armor, maybe a small machine gun or just a handgun and that's it.

If vehicles are viable in PS2 and that you are a good player with them, I don't see how making bail an escape/defense move more than an offensive move would be a problem. In theory, you would have shot down a lot of players before you have to bail and that would more than compensate for an armor/weapon strength limit. If you do not need to get out of your vehicle to be powerful and own footzerg, why should you also be powerful when you get your second life ? (this is valid for both air&ground btw)

The one big difference there was between ground and air in PS1 was jammers. They were great to neutralize a vehicle and buy troopers some time. Good luck with jamming air vehicles though, even if they are close.

Concerning the hotdropping playstyle, wouldn't something like the phantasm fill that role ? Or does it have to be a solo-vehicle with a gun ?


In a way, I think BR40 kind of led to this and maybe the kits limit will make things more streamlined in PS2.

If PS2 vehicles are easy to shoot down though, bailing would have to be proportionately more useful. Hard to tell at the moment.


In any case, thanks eveyone for your participation !
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Old 2011-10-31, 01:47 AM   [Ignore Me] #53
Metalsheep
Master Sergeant
 
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Re: Bailing mechanics


I think that bailing should be allowed, but you should only be allowed to bail if your plane has 30% or less HP. Bailing is ment to save the pilots life, not let him drop on towers or onto softies. (Passengers not included, Gal/Phant passengers can bail any time. Only Pilots have this restriction.)

I also think that if you let your plane drop below 20% you lose control of the aircraft and start to plummet to the ground, forceing either an emergency landing, or the pilot to bail.

This gives the pilot a window to safely bail, then eaither puts the pilot at risk if he chooses not to bail from his flameing deathtrap, or kills him. And with the aircraft loseing control at around 20%, it reduces the pilots ability to just kamikazi his aircraft into the softy that he was trying to farm.
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Old 2011-10-31, 07:37 AM   [Ignore Me] #54
SKYeXile
Major General
 
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Re: Bailing mechanics


Originally Posted by sylphaen View Post

Concerning the hotdropping playstyle, wouldn't something like the phantasm fill that role ? Or does it have to be a solo-vehicle with a gun ?
No people want to bail onto tower in the superior agile armour and not rexo, dont be silly.
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Old 2011-10-31, 08:37 PM   [Ignore Me] #55
Helwyr
Sergeant Major
 
Re: Bailing mechanics


I have always been of the opinion that Aircav and hot-dropping was far more damaging to Planetside's gameplay than BFRs were.

There's no disputing Aircav/hot-dropping was a popular way to play the game, it provided near instant quake like action, the pretense of being "most skilled" thing to do in the game, gave you two lives most of the time, and was just generally OPed.

As to it being a playstyle... Having your cake and eating it is not a playstyle, at least not one that is legitimate. Even if we take away the weapons from air units used to Hot Drop, it still messes up or cheapens a lot of other aspects of the game. The lines of defenses on the ground that can be bypassed on a whim in but a few seconds, while actual units meant for infiltration might take ages and considerably more risk to get behind enemy lines... Or they used teamwork in the form of the Galaxy, which was largely obsolete in Planetside because Aircav was so much better for the same purpose.

Oh and in terms of what the gameplay actually involves in hot dropping as it was in Planetisde, CutterJohn has it exactly right. in the quote bellow. It wasn't remotely balanced.


Originally Posted by CutterJohn View Post
Mossie v AA max.

AA max has the mossie dead to rights. Mossie pilot bails over AA max. Instantly transforming from prey to predator. This apparently is fine. Ok.

Lets apply this to another unit. Lets say I have an AA max, and one of my counters, a rexo with AV, comes after me. Great. Now I'm about to die, so I hit a button and bail out of my max into agile + ha. This mechanic would generate enough rage to power a small city, even though it is fundamentally the same exact thing.
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Old 2011-11-01, 08:47 AM   [Ignore Me] #56
Traak
Colonel
 
Re: Bailing mechanics


Bailing needs to be with a knife and basic armor.

If you suck so bad you can't keep your plane, well, then that's too bad. Back to VR training, I guess?

Oh, it's transport you want? Oh, then use the Galaxy.

Class dismissed.
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Last edited by Traak; 2011-11-01 at 09:09 AM.
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Old 2011-11-01, 09:01 AM   [Ignore Me] #57
TRex
First Sergeant
 
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Re: Bailing mechanics


In days of old all tv's were black and white with shades of grey in between . Then they brought out colour tv's ,HD and 3D .
I think you need to upgrade .
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Old 2011-11-01, 02:59 PM   [Ignore Me] #58
Mirror
First Sergeant
 
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Re: Bailing mechanics


Can we add the following to the original message in this thread.



****WARNING****
Most people in this thread are complaining about a playstyle they dont understand because they are bad at the game and have been farmed many times.


Anyone got a fishing animation. I wonder if I will get a nibble
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Old 2011-11-01, 04:07 PM   [Ignore Me] #59
dm Akolyte
Corporal
 
Re: Bailing mechanics


Okay Mirror, let's take that for something actually ture and not just your usual elitist wanking.

So why is it that every "skilled" person in the game went with the *same* tactic? Could it, (gasp) possibly be that it was overpowered?

No no no. I'm sure it was perfectly fine and the people who used that playstyle are absolutely unbiased in their viewpoint that their K/D was ALL SKILL.
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Old 2011-11-01, 04:51 PM   [Ignore Me] #60
Mirror
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Re: Bailing mechanics


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