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PSU: Shucks.
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2012-05-22, 11:27 PM | [Ignore Me] #61 | ||
Corporal
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Ive seen the so called bailure issue mentioned a few times but quite frankly i never percieved it as a problem. At least not at the gameplay level.
It WAS faster to coordinate a group of mozies than a gal and could be versatile but i always felt like it was balanced by the limitation of armor, and therefore range and/or amount of equipment you could take with you. A galaxy drop allowed you to bring rexo armor and max units and had the added impact of dropping a squad together. Plus it was a cool thing to behold. What i do agree with however is that using aircav from ps1 purely for transport to a drop point was a little odd and sort of against the spirit of what the galaxy was meant to be for. I dont have a problem with people wanting to do this and i think it is completely the wrong attitute to take to effectively try and remove this playstyle by not allowing aircav to drop without taking damage or whatever other proposed solutions people have. I think the right approach would be to heavily incentavise the use of galaxies for the purpose of hotdropping troops onto targets so that it becomes the prefered and more effective option. |
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2012-05-23, 05:24 AM | [Ignore Me] #63 | ||
Corporal
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Not against hot-dropping pilots, sort of. But have always been against how hot-dropping pilots castrated Gal-drops.
There was only one drop type in PS1 so 12 mossy pilots dropping was much more efficient and flexible than 11 grunts and 1 gal pilot dropping. There is a solution which has been offered over and over again... Two drop types. 1. Galaxies would have the super-fast, instantly-ready-upon-landing, accurate-and-somewhat-control-able drop version... 2. and all pilots would have a slower, momentarily-stunned-upon-landing, inaccurate-and-uncontrollably drop version. 3. The improved (Galaxy) version would be available to pilots as a side-grade to their vehicles for those that are truly addicted to their hot-dropping escapades. |
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2012-05-23, 08:14 AM | [Ignore Me] #64 | |||
It is pretty obvious the difference between surge and non surge in a stairwell. Surge sometimes going through the ceiling... |
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2012-05-23, 06:58 PM | [Ignore Me] #70 | |||
Nerfing Surgile was the easier solution, even if it was just a band aid. |
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2012-05-23, 07:09 PM | [Ignore Me] #71 | |||
Major General
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1cmm's research would have only compounded that surgile needed to go, with the netcode been unable to be changed at the time and surge contributing to a further warp, the sensible thing to do was obviously remove it. Also it obviously made some factions weapons superior to others, unbalancing the game. |
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2012-05-23, 07:43 PM | [Ignore Me] #75 | |||
Major General
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The rest really does come down to the tick rate though, when there is .2ms between packets, its .2ms where the client msut predict movment, it does an okay job when people can only move a meter between ticks, but when they're moving..what? twice that, a correction could wrap somebody upto 4 meters, further if you missed a packet. |
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