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PSU: Gotta be K/D
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2013-04-30, 06:24 PM | [Ignore Me] #61 | ||
Lieutenant General
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Considering I havn't seen fights where there are 650 - 650 - 650 fighting over the same base...
Instead, I've not seen the size of fights we had in ps1. I've just seen groups of zerg move from point to point using nearest base and pretty borders principles. Let us first see if the bigger battles will occur in the new system. Besides, I don't think the smaller bases were designed for anything over 8 vs 8. There simply isn't room for defenders in most of the spawn boxes. Last edited by Figment; 2013-04-30 at 06:27 PM. |
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2013-05-01, 05:16 AM | [Ignore Me] #62 | |||
Sergeant
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This plus add the addition of number selecting loadouts (numpad) at a terminal would make even spawn camping and breaking exciting I basicly miss gal dropping a base, getting in there with effort and having a defendable position once inside. Last edited by Greenthy; 2013-05-01 at 05:18 AM. |
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2013-05-01, 09:46 AM | [Ignore Me] #63 | ||
Sergeant Major
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I would love to see some variety of game play as well. If you have doors - make it so you need C4 to blow them open. SCUs need to be hacked by infiltrators, Engineers can construct or squad leaders can call down disrupters to make hacking take longer, ... that kind of thing.
This way an infiltrator cant take down an SCU by himself, he needs someone with C4 to open the door. This all adds a layer of strategy and team work, makes the game more fun, and increases defensibility (slightly). Last edited by Rahabib; 2013-05-01 at 09:48 AM. |
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2013-05-01, 09:51 AM | [Ignore Me] #64 | |||
Sergeant Major
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2013-05-07, 04:54 PM | [Ignore Me] #66 | ||
First Sergeant
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I'm going to have to give this a look before rendering a verdict.
I still think that they should put the generators back in, so that you have to take out a generator in order to down the SCU Shield (Honestly can't recall if they put that back in yet or not). I think this is good though. You loose your generator or 50% of the base cap, you loose your SCU, you have now lost the ability to spawn in, And your SCU room's defenses can now be used by the attackers. To the people saying that this is a step away from contested spawn rooms, I think your wrong. This is most assuredly a step in that direction. Now, Spawns in facilities are convertable. It adds in an extra step in there for defenders, and despite what some people are saying about offense being secondary to defense, I really just don't see that at all. Offensive has so many more tools than defense, since defenses are themselves fixed in place and predictable, all offense can simply Sidestep defense, just not that hard. |
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2013-05-08, 07:55 AM | [Ignore Me] #67 | |||
Contributor General
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At present the fights at bases are poor, apart from Bio Lab. I see this change as not improving the fight at AMPS and TECHS but making them worse at Bio Labs. |
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