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2012-05-31, 01:01 AM | [Ignore Me] #46 | |||
Major
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I actually liked the OS during my time in PS1 2004/5, so if they balance this right it could work for me, but I will watching closely in beta. |
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2012-05-31, 01:17 AM | [Ignore Me] #47 | |||
Sergeant
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All players potentially have a direct way to fight back versus artillery. In PS1, if you had an air vehicle certed, all you had to do was just spawn at a base that wasn't getting shelled, grab your air vehicle and hunt it down. The problem is people lack the mental facility to not spawn right into meatgrinders constantly. You cannot cater to these people, they will complain about anything that kills them, be it Air, Ground, Arty, MAXs, or even Heavy Assault weapons. Correct me if I'm wrong, but in PS2 it looks like we don't have to actually cert for vehicles, but we cert for specializations of them. With this being the case, anyone can simply grab an air vehicle and hunt down the offending artillery. And this is just one person, there will surely be a number of other people, some of them dedicated to air vehicles, who can easily also hunt down artillery units. I'm not saying artillery doesn't need balancing, the Flail in PS1 sure could use some restrictions like a longer timer for acquiring them, not being able to deploy within a certain range of warpgates and capitol shields. But then, unless the Flail was doing direct fire into a base, you needed a second person to aim for it, it's essentially a 2 person vehicle. If it was doing direct fire into a base, you have nothing to complain about, it's right there for you to shoot back at, stop feeding into the meatgrinder, take 2 seconds to think and go out a different entrance or better yet, spawn some place else. What I don't understand is people arguing that they'd rather have an OS which anyone can call down at any time assuming they certed for it (and at some point the vast majority of people will have certed for it when enough time has passed). You're essentially arguing for no artillery spam and few OS's now and a crap ton of OS's a month or 2 down the line, something that is essentially an I-Win button with no counter, versus artillery which would need a spotter to be effective and is easily counterable by aircraft. Last edited by kadrin; 2012-05-31 at 01:19 AM. |
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2012-05-31, 01:22 AM | [Ignore Me] #48 | |||
Major
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2012-05-31, 01:27 AM | [Ignore Me] #49 | |||
Sergeant
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2012-05-31, 01:30 AM | [Ignore Me] #50 | |||
Major
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So if you don't want off-map artillery and there will be no on-map artillery according to the devs, then it seems we are sorted |
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2012-05-31, 01:32 AM | [Ignore Me] #51 | |||
Sergeant
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2012-05-31, 01:36 AM | [Ignore Me] #52 | |||
Major
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So I would prefer to have rare and "reasonably" powerful OS-type artillery and no on-map artillery. And you would prefer no OS but on-map artillery. Both are reasonable positions, so let's see how it goes, |
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2012-05-31, 01:43 AM | [Ignore Me] #53 | |||
Sergeant
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I'll be playing either way, despite any changes made I do not like. |
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2012-05-31, 02:00 AM | [Ignore Me] #54 | |||
Corporal
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Might as well just remove Orbital Strikes at this point, I don't want to randomly get instagibbed like in BC2. The proposed mechanic: Source: http://www.youtube.com/watch?v=Nl3UduQprZ4#t=32m34s The funny part is Higby mentions they have to come up with "creative ways to prevent AOE spam." How bout not implement this terrible mechanic at all? You say you don't want indirect fire but then you rip a mechanic straight out of Battlefield: Bad Company 2 which can instagib players with basically no warning just because someone took out some stupid device and clicked it in your direction. At least OS had a good warning and had a meaningful cooldown. Just because it costs resources doesn't mean anything. Eventually people will have resources banked, man. Last edited by Nick; 2012-05-31 at 02:09 AM. |
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2012-05-31, 02:14 AM | [Ignore Me] #57 | ||
General
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Not sure if this has been said yet but I also feel like a warning of some kind is also important with firepower of this magnitude.
In the original Planetside the OS would perform an animation in the targeted area for a few seconds before going off. As an infantryman you could potentially escape it most of the time if you reacted quick enough. Especially if you had a stairwell or something to run into. I'm guessing artillery type ordnance could have an alarm warning but that would be harder to evade as it does not tell you where it is going to land. Only be able to hit the deck and hope for the best while your surroundings are baraged by ordnance you had no power to avoid or predict would be troublesome. Even if only on occasion. |
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2012-05-31, 04:54 AM | [Ignore Me] #58 | ||
First Sergeant
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I despise the concept of 'Automatic, off field' artillery. I'm sorry, but for this type of game, it's absurd. Shock horror that in a TEAM game, you have to have TEAM work!
There are plenty of ways of making an artillery piece that is NOT a flail, and will not cause the problems the flail caused. And I've given several ideas before on this forums. The problem is this stupid "OMG ARTILLERY EQUALS FLAIL!!" mentality that people have stuck in their heads. And I don't care if you think that it's boring to man. There are people, myself included, that will use these vehicles to give long range fire support. There is nothing, NOTHING, more boring and uninteresting than this unimaginative automatic 'Artillery' crap. It's arcade-like to the extreme, so either do it right, or not at all. Last edited by Shade Millith; 2012-05-31 at 05:00 AM. |
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2012-05-31, 04:56 AM | [Ignore Me] #59 | |||
http://www.planetside-universe.com/s...59&postcount=1 Timeframe: 11:15 - 11:40 Not everyone thinks simply in terms of flails, or even vehicles, in a game medium, and for good reason. I'd imagine Higby knows this game pretty well, and he "conflates" the two himself. So, it looks like I am in good company, since I am going by the developers own words, and explanation. In fact... this version of artillery is more familiar to me for the reasons I mentioned, and for one that I didnt... When I was in the USMC, part of the armorers job was to be the company radioman, and on an exercise I would be right next to the CO calling in "strikes". I never saw any vehicles, but I saw the results... So, what people think when they hear "artillery" is based on their experience. So, this is the game manefestation of that RL call for fire mechanic. In the context of this game, OSes are artillery. You may continue to take this up with the developers if you wish, but its pretty clear what he said.
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Kein Plan überlebt die erste Feindberührung. Res ad triarios venit... μολὼν λαβέ! |
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2012-05-31, 05:26 AM | [Ignore Me] #60 | |||
So, just like Higby says, for all intents and purposes, as far as indirect fire goes, this is the same thing, and I agree. I for one am glad to have it, as long as it is balanced, and not out of control, which I admit is a possibility. Then again, thats what the beta is for...
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Kein Plan überlebt die erste Feindberührung. Res ad triarios venit... μολὼν λαβέ! Last edited by Grognard; 2012-05-31 at 05:27 AM. |
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