Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Headshots?? Wadda ya mean there are no headshots??
Forums | Chat | News | Contact Us | Register | PSU Social |
2012-05-17, 08:10 PM | [Ignore Me] #61 | |||
Major
|
|
|||
|
2012-05-17, 08:16 PM | [Ignore Me] #64 | |||
Major
|
But the teleport tube looks cool though, i don't really care, as long as nothing bad happens when i use the pad like falling short of towers or falling long of them or smashing into someone and falling or getting stuck, then i don't care much. |
|||
|
2012-05-17, 08:18 PM | [Ignore Me] #65 | ||
Colonel
|
Well first time tb used the jump pad he came up short and had to use his jump packs to finish his trip to the tower. I think we are going to have some speed and directional control while we are being flung through the air.
And just the fact that if you are not paying attention and playing the game something bad could happen while you are going through the air. While a teleport pad seems to take some of the gameplay out of it. Last edited by Sledgecrushr; 2012-05-17 at 08:20 PM. |
||
|
2012-05-17, 08:24 PM | [Ignore Me] #68 | ||
Colonel
|
What you guys are forgetting is, aside from the direct ramifications of jump pads, they aren't needed. When your base is not under attack but an attack is incoming, you have plenty of time to run to where you are needed. And once an attack begins, and the enemy has captured one of the base's capture points, there will then be a front line, wherein after you die you simply need to choose the spawn point closest to the enemy held sections of the base.
|
||
|
2012-05-17, 08:27 PM | [Ignore Me] #69 | |||
General
|
It doesn't need to be a tube ride or send you into another tube. It can propel players out into a cone(like cone of fire) no larger or barely larger than the landing area itself so that they are more spread out enroute and not shot down by one guy holding down his mouse key. -edit- and yes I like the idea of telling my squad to get inside the beer can. |
|||
|
2012-05-17, 08:28 PM | [Ignore Me] #70 | ||
Lieutenant General
|
The alternative would be ladders or stairs or the cave telepads we had in PS1.
Given the choice between telepads and jump boosters, the latter makes it easier to follow a target and estimate where it will go. Will it give a combat advantage? Maybe to the light assaults, who could use them to initiate a jetpack flight, maybe. On the other hand, you could see it as a it of a compensation to non-jetpack units to get quickly to the walls. Wonder if people bounce off of eachother or collide in mid air if they all try to use them at once. :P |
||
|
2012-05-17, 08:30 PM | [Ignore Me] #72 | |||
Colonel
|
|
|||
|
2012-05-17, 08:42 PM | [Ignore Me] #73 | |||
Getting where you need to go quickly when out of combat is HUGE and if you are spending less time doing menial stuff you are spending less time out of the fight and by extension, less time not experiencing the things that people are actually playing the game for. Spawn points as a means of getting around the base is flawed because it either necessitates dying or finding another spawn point to deconstruct at. Last edited by Soothsayer; 2012-05-17 at 08:44 PM. Reason: "out of", saw double negative, decided to keep it in |
||||
|
2012-05-17, 08:53 PM | [Ignore Me] #74 | |||
Colonel
|
For people doing repairs, I simply don't agree. What is the point of having a large scale game but then nullifying the large scale with things like this? I also disagree that you will be spending time doing menial things, and such times as people do in fact do as you say, it will be by choice. Repairing is a menial task to some people even if you can instantly teleport yourself to the next turret. And not only that...in battles with many many players, are we really going to have just one guy doing repairs? And even if we were, do the conveniences of that one really justify this? With a base this big, why do we have to treat fighting that occurs on the other side of the base as if it must be reachable instantly by everyone? I truly believe that these features nullify the map size advantage Planetside has over other games. I'm sure the gunplay will be good and all, but scale is one of the biggest advantages Planetside will have. Why functionally shrink it? |
|||
|
2012-05-17, 09:00 PM | [Ignore Me] #75 | ||
In response to your assertion that easy transport shrinks the game, I think that it does so only in ways that are positive.
When you're just trying to get around to get from a spawn point to your buddy's Prowler that you are gunning for, then its all good, you get there quick and nobody is waiting unnecessarily. When your faction is pinned down in the middle of a three-way over a single base, the jump pads become what is possibly the first stage of the attack or the first point of defense. Where the distances were shrunk in a non-eventful setting, the jump pads focus attackers for a portion of the fight and it becomes another dimension to the fight. To put it another way, it's only a free meal if there's nobody else to take it from you |
|||
|
|
Bookmarks |
|
|