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2012-03-08, 03:51 PM | [Ignore Me] #47 | |||
Second Lieutenant
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Combat is far from what you see in the movies. When you get shot at, the most battle-hardened vet gets their asses down and stays in cover until their squadmates can return fire. Also getting suppressed is not panicking, it's your basic instincts taking control and forcing you to find cover before you get shot. |
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2012-03-08, 03:52 PM | [Ignore Me] #48 | ||
Master Sergeant
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Remember in PS1 .When playing a max defending a cc and some friendly cloker would come up and start stabbing you with a knife.It did no damage but it was annoying.Ths would annoy the crap out of me.The TTK is fast,if somebody is shooting at you, and you dont see it ,guess what? YOUR DEAD .
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2012-03-08, 03:57 PM | [Ignore Me] #49 | |||
SIDENOTE: HELL, even more - how can you be scared of dying in the world where you're immortal? Last edited by NewSith; 2012-03-08 at 04:00 PM. |
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2012-03-08, 04:20 PM | [Ignore Me] #50 | |||
First Sergeant
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Where did the whole emphasis of the game making you have teamwork go? You may be making a great game for Twitchers, but honestly its just purely stabbing the whole idea and soul of PS1 in the back. massive battles were not PS1's main attraction, WW2 online could do that. it was the fun and teamwork needed WITHOUT the horrid twitch crap meaning much that made the game fun. I support suppression. it is a TACTICAL element that supports teamwork over rambo shit. As someone else said. its a great way to enforce flanking and other teamwork things. As a note like in one of those last Videos you made. You were NC and you just kept popping yourself out of the door to shoot. Honestly. that was boring. Where was your team trying to come up behind them? where was the tactics? It was pretty much "push, push, push." I love PS1 and I love teamplay. moving and shooting as a massive glob is not real teamplay or tactics. Are there going to be any elements other then some certs at all that enforce teamwork? and no, having "squads", "outfits", "etc." do not count. I mean enforced and encoded stuff in the game that make teamwork give more hardcoded power in the game over the guys that have the reflexes of 10 year olds.
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Support Human's Intelligence over Monkey's Movement. say NO to twitch and YES to the Art of War. |
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2012-03-08, 04:46 PM | [Ignore Me] #51 | |||
Colonel
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Why would someone's vision go blurry because bullets were passing near them? I'll be honest, when there's a constant stream of tracers coming from around the corner and the constant sound of bullet after bullet whizzing past my ear, I feel pretty "suppressed" already. Have it as a toggle maybe, but it doesn't sound at all like fun to me. Edit: Bullets have a different "type" of sound if they fly near you, is that correct? I imagine that'd be the "thing" to turn into a someone's-shooting-at-you indicator. Last edited by Vancha; 2012-03-08 at 04:55 PM. |
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2012-03-08, 05:06 PM | [Ignore Me] #52 | ||
Corporal
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Yes! IMO, this is much more preferred than suppression effect - especially if the TTK gets slower. I would rather see ballistic/energy impacts foul up someone's aim; a real-time effect from taking damage. But then again, I would also love to see character movement rates, even their movement animations (like hobbling for cover) be effected by damage taken. If you have 5% health, it should be much more difficult to move, jump and aim - which would also promote the usefulness of the Medic class by healing people to return them back to full combat performance status.
Last edited by Ragotag; 2012-03-08 at 05:14 PM. |
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2012-03-08, 05:19 PM | [Ignore Me] #53 | |||
Colonel
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Didn't they say the weapon would be part of a hitbox? Getting your weapon shot could cause it to jam occasionally or reload slower etc. Last edited by Vancha; 2012-03-08 at 05:20 PM. |
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2012-03-08, 05:35 PM | [Ignore Me] #54 | |||
Corporal
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However, I like your model too. |
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2012-03-08, 06:39 PM | [Ignore Me] #57 | ||
Corporal
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In PS1, I think almost every projectile had a tracer. It was enough that even in PS1 it had a suppressive effect in that you could see tracer going by right next to your cover. It had that "keep your head down" effect without being annoying.
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2012-03-08, 07:08 PM | [Ignore Me] #58 | ||
Contributor PlanetSide 2
Creative Director |
Well, honestly, it was a demo - I wouldn't actually play that way in normal circumstances. It wasn't a bunch of people "playing" the game - no one was flanking, no one was trying to push us back, etc.
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2012-03-08, 07:17 PM | [Ignore Me] #59 | ||
Sergeant
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To be fair:
1) A disproportionate number of you guys crowded around one entrance. 2) You got shot in the back by an overzealous teammate. 3) "Push push push" is the motto of every PS1 zergling/self-appointed zergling "commander" who thinks that dying=victory. The above 2 points indicate that you guys followed the "pushpushplan" faithfully. So it looked like typical planetside play to me! Last edited by Fortress; 2012-03-08 at 07:19 PM. |
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2012-03-08, 07:29 PM | [Ignore Me] #60 | ||
Staff Sergeant
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Why do we need a suppression effect again? If you can't move or return fire without dying why do you need to be debuffed further? Sorry but this is a horrible idea. If someone wants to run into a hail of bullets let them, they will die in short order even without all these silly effects. I really hope this isn't being considered.
Last edited by lolroflroflcake; 2012-03-08 at 07:31 PM. |
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