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2012-07-10, 04:17 PM | [Ignore Me] #61 | ||
First Sergeant
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No, you need to strike a balance. Being too hard frustrates people, being too easy creates boredom. Both are detrimental. In my opinion, having tanks require 2 people to function properly is not making the game frustratingly hard, it's just making it more challenging. I pitty the person who see's "quite easy" as more fun than "quite difficult".
Last edited by MrKWalmsley; 2012-07-10 at 04:25 PM. |
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2012-07-10, 04:20 PM | [Ignore Me] #62 | ||
Corporal
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If I was driving a tank I would want control of the main gun. It lets you be effective solo if need be as well. I usually will be playing with friends and don't mind the option of handing off control of the main gun if I want but if none of my friends are online and I want to jump in a tank I shouldn't have to wait for someone to mount the main gun just to be effective.
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2012-07-10, 04:21 PM | [Ignore Me] #63 | |||
Brigadier General
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If it's just a release, then you still have the problem of 2 people being required to do the job of 1 person. The only way to fix it is if the dedicated driver sidegrade also gives a noticeable boost to the vehicles armor. The way I would handle it would be to call it a Heavy Battle Tank sidegrade. Nerf the speed slightly, buff up the armor (slightly in back, heavily on the front), and give the gunner control of the main gun. Possibly an even beefier main gun than the regular main gun. At that point, you could even add a third seat for a second gunner to control an optional additional AA or other secondary turret. The main design goal would be that a skilled dedicated driver and gunner pair would have 50/50 odds against a skilled driver of a normal MBT who had a second crew member controlling a secondary AV weapon, and 50/50 odds against two separate solo MBT's (depending on how well the solo MBT's manage to flank). But I can absolutely envision an environment where dedicated gunners are not only viable, but desirable in a lot of situations while still coexisting with solo MBT's who would still be perfectly viable options for players who preferred that style. Last edited by Xyntech; 2012-07-10 at 04:22 PM. |
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2012-07-10, 04:23 PM | [Ignore Me] #64 | |||
First Lieutenant
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Anyway this is beside the point. I don't want Planetside 2 to be anywhere near as hardcore as that, and I certainly don't want to turn it into a niche milsim. Keep the MBT team based and offer the Lightning as a lone wolf alternative, that's all I'm saying. And for the record I adore the Lightning in PS1, it's easily my favorite vehicle. I lone wolf in it all the time, but I still love the idea of MBTs needing crews, being more powerful and more threatening because of it. |
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2012-07-10, 04:24 PM | [Ignore Me] #65 | |||
Corporal
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2012-07-10, 04:30 PM | [Ignore Me] #67 | |||
Corporal
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2012-07-10, 04:31 PM | [Ignore Me] #68 | ||
I don't think it's a question of which is better. It's about player satisfaction. The decision they made makes some sense. People who aren't used to PS1 (most people in PS2 will be these people) will expect to be able to truly utilize their certs for vehicles. They will cert tanks because they want to use them not just drive around a gunner. The decision makes sense because of what people will expect and enjoy as a majority.
I, however feel it is a bit lazy to not allow at least a cert that can allow dedicated drivers or at least switching the main and secondary gun control (ala magrider in PS1). Lot's of people love and cherish that way of playing. I'd say it's definitely more effective because the main turret gunner can focus all his attention into aiming. Allow both, honestly they have to do this.
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2012-07-10, 04:33 PM | [Ignore Me] #69 | |||
First Sergeant
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2012-07-10, 04:36 PM | [Ignore Me] #71 | |||
Corporal
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edit: Also from experience you have the whole "no angle" thing. Last edited by Aberdash; 2012-07-10 at 04:43 PM. |
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2012-07-10, 04:46 PM | [Ignore Me] #72 | ||
Corporal
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The funny thing is, if they do put in the option for dedicated positions, those tank crews are going to wipe the floor with the default config tanks.
I really hope they put this option in, because if they do, I'll be hopping on VOIP with a friend and going tank hunting. It'll be hilarious when the other drivers end up crashing into trees and rocks while we effortlessly weave through them. Taking advantage of abrupt terrain changes will be great. Man, they really better implement dedicated driver/gunner. |
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2012-07-10, 04:46 PM | [Ignore Me] #73 | ||
First Lieutenant
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Then find some good people to play with or pull a Lightning. You can't design the game assuming everyone is going to act like an idiot, else we'll end up with nothing but TDM on a massive scale. The only way to "idiot proof" a game is to remove all reliance on other people, everyone plays for themselves. There's plenty of those games on the market already.
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2012-07-10, 04:47 PM | [Ignore Me] #74 | |||
First Sergeant
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The second you get hit by a tank shell I'm sure the gunner will turn to see the enemy tank just as quickly as you would if you were in the same position, only with control over the vehicle's movement. Also, there are quick commands. Having three seater tanks in Project Reality did not make such builds limited to people with mics, it just made it slightly less effective. Plus with the spotter button I'm pretty sure the gunner would react immediately to the icon suddenly popping up on screen as the driver spots the enemy tank. If anything you should be arguing that in this situation having a gunner and driver separate makes it easier because it allows for extra field of view when the gunner is firing at angles off the central axis! Last edited by MrKWalmsley; 2012-07-10 at 04:51 PM. |
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2012-07-10, 04:50 PM | [Ignore Me] #75 | |||
Staff Sergeant
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