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2012-08-31, 04:05 PM | [Ignore Me] #46 | |||
Major General
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IMO, all play-styles should be valid which means appropriate counters to offensive measures. Last edited by Crator; 2012-08-31 at 04:06 PM. |
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2012-08-31, 04:06 PM | [Ignore Me] #47 | |||
Sergeant
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This is the problem. Everyone seems to forget 9 years of PS1 school and thinks they can just add a timer and solve the problem. They were never balanced in all that time, and they won't magically figure it out now. They should have saved themselves the embarassment and just left them out of the game. It's already the biggest sore point on the beta forums by far. Now who wants to take bets on when the complaining will stop? |
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2012-08-31, 04:19 PM | [Ignore Me] #48 | |||
Also, Ground to Air seems too weak. It used to be way too powerful, but now it hardly does anything. |
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2012-08-31, 04:26 PM | [Ignore Me] #49 | |||
First Lieutenant
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2012-08-31, 04:40 PM | [Ignore Me] #50 | |||
Sergeant
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take that bet seeing as they have months to do it ill |
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2012-08-31, 05:28 PM | [Ignore Me] #51 | |||
Private
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For a while I was very concerned with the state of AA in the game, but the latest patch seems to have alleviated most of those concerns. While I agree that the sheer number of MAX suits in play at any given time can get a bit ridiculous, good teamplay between other MAX suits, HAs and engineers does often deal with that, especially in more confined bases such as Biolabs. That said, I agree that there should be a small resource cost or timer associated with the MAX suit in order to cut down on the MAX spam.
At this point, I'd say NC overpopulation is one of the bigger problems, given the location of their warpgate. Still, I find it difficult to point out any one thing as the biggest balance issue, as I feel SOE has done a pretty great job so far of dealing with things. For a while I was very concerned with the state of AA in the game, but the latest patch seems to have alleviated most of those concerns. While I agree that the sheer number of MAX suits in play at any given time can get a bit ridiculous, good teamplay between other MAX suits, HAs and engineers does often deal with that, especially in more confined bases such as Biolabs. That said, I agree that there should be a small resource cost or timer associated with the MAX suit in order to cut down on the MAX spam. At this point, I'd say NC overpopulation is one of the bigger problems, given the location of their warpgate. Still, I find it difficult to point out any one thing as the biggest balance issue, as I feel SOE has done a pretty great job so far of dealing with things.
I think people complaining about the Magrider underestimate just how effective this is. Last edited by Aunt Jemima; 2012-08-31 at 06:27 PM. |
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2012-08-31, 05:57 PM | [Ignore Me] #53 | ||
Corporal
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Air and Max balance is pretty poor right now. Air can take out just about anything without fear making ground armor useless. Maxes are a huge problem because it's so easy to switch in and out of them. Plus the respawn time is so quick that if you drop on an outpost with a spawn once you've killed everyone there they just come back in 4 seconds as maxes.
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2012-08-31, 06:05 PM | [Ignore Me] #54 | ||
Sergeant Major
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Overall I feel it's too early in Beta to be overly worried about balance issues, atm everything balance wise seems to be constantly looked at and adjusted, and a lot of stuff isn't even in the game available to testers yet.
In the current build; Air is a concern, AA needs to be stronger. Like PS1 a lot of Pilots seem to have a very warped sense of balance, so you'll see them here saying air isn't strong enough. The developers are working on this though, and have decided to boost AA in small increments until the sweet spot is found rather than wildly nerfing and buffing things... sounds like a good plan. MAXes aren't really a big issue, but I agree with others they would have been better to be on a timer. Last edited by Helwyr; 2012-08-31 at 06:06 PM. |
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2012-08-31, 06:34 PM | [Ignore Me] #56 | ||
Private
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The interaction between air and AA. Right now air can safely ignore all but the heaviest of AA because they can kill and run faster than they can be killed. I'm worried though that SOE won't be able to find a sweet spot here. I think it's very possible air's firepower:health ratio when coupled with it's mobility will result in air being extremely underpowered with AA around but equally overpowered when it's not. I don't know if SOE is prepared to make the hard choices rebalancing air if that comes to pass.
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2012-08-31, 06:50 PM | [Ignore Me] #57 | |||
First Lieutenant
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It's pointless taking up an AA role from the ground unless at least 4 others help, and even then you'll be lucky to kill something. Scaring anything off by yourself is a futile effort. |
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2012-08-31, 07:21 PM | [Ignore Me] #58 | ||
Malvision
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Number one issue is: Lack of a system to balance the population.
I Sure hope SOE has some plans to help deal with population imbalances. No amount of resources or XP bonues make a difference when the population is that out of balance. The game just becomes no fun. It's not fun for the empire with the least population and from what I've read it's not that fun for the empire with the most either because of the lack of challenges. |
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2012-08-31, 08:39 PM | [Ignore Me] #59 | ||
Staff Sergeant
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As I'm mostly fighting infantry battles, MAXes is my #1 concern. More times than not a good battle is going on, only to be smacked dead by mass MAX pulling, resulting into a major borefest of who can pull the most MAXes.
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