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Old 2011-10-29, 09:26 AM   [Ignore Me] #61
Crator
Major General
 
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Re: Infantry Classes Armor and Weapons


The holster/draw animations gives your opponent reaction time, and decision making if they actually show the weapons on the avatars and animations of them switching them.
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Last edited by Crator; 2011-10-29 at 09:28 AM.
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Old 2011-10-29, 11:34 AM   [Ignore Me] #62
EASyEightyEight
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Re: Infantry Classes Armor and Weapons


Bringing your weapon to your chest while sprinting is nothing new in FPS gaming. I do imagine there being stamina consumed with sprinting however, so for relatively safe travel (such as getting around a non-contested base,) maybe we can put away our firearms for a boost in speed?

For my part, I certainly don't want everyone to always have a weapon at the ready when not in combat. Maybe at least if one attempts to holster the current active weapon, the avatar just lowers their weapon into a more at-ease position across their chest/stomach, but it should take a moment to whip it back out, if a bit shorter than simply pulling it from one's own back. I understand SOE wants to speed up the game after all.
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Old 2011-10-29, 11:53 AM   [Ignore Me] #63
CutterJohn
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Re: Infantry Classes Armor and Weapons


Originally Posted by EASyEightyEight View Post
For my part, I certainly don't want everyone to always have a weapon at the ready when not in combat. Maybe at least if one attempts to holster the current active weapon, the avatar just lowers their weapon into a more at-ease position across their chest/stomach, but it should take a moment to whip it back out, if a bit shorter than simply pulling it from one's own back. I understand SOE wants to speed up the game after all.
For my part, I dislike it when I can't do things in games I can do in real life. I don't care if they can do things I can't do, I'll chalk that up to sci fi, but not being able to sprint with a weapon out is.. silly.

In fact I believe I would run faster holding a rifle than I would having it slung across my back.


And I for one seriously hope that the having everything slung on the back business is dead.. PS was almost comical, especially when there were two extra large weapons on the avatars back. They weren't even in a proper sling or holster, just welded there, quite often clipping right through the avatar mesh(and completely clipping through the command backpack). Looked quite rubbish.
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Old 2011-10-29, 03:00 PM   [Ignore Me] #64
EASyEightyEight
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Re: Infantry Classes Armor and Weapons


Originally Posted by CutterJohn View Post
For my part, I dislike it when I can't do things in games I can do in real life. I don't care if they can do things I can't do, I'll chalk that up to sci fi, but not being able to sprint with a weapon out is.. silly.

In fact I believe I would run faster holding a rifle than I would having it slung across my back.


And I for one seriously hope that the having everything slung on the back business is dead.. PS was almost comical, especially when there were two extra large weapons on the avatars back. They weren't even in a proper sling or holster, just welded there, quite often clipping right through the avatar mesh(and completely clipping through the command backpack). Looked quite rubbish.
I don't know if you missed what I was getting at, or if I'm just misunderstanding that you're agreeing.

What I don't want to see is everyone's weapons always at the battle ready, stock shoved into the shoulder, and the barrel pointed outward. It just looks... weird when you're setting up your kit and grabbing a vehicle when the nearest firefight is 2km to the east. I just want the weapon brought to one's chest when they "holster" their active weapon for a boost of speed that doesn't consume stamina. Kind of like pointing at friendlies or being in the middle of an event where firing is not allowed in the story of an FPS.

I agree the back sling thing looked ridiculous, but it was impractical to have a modeled holster rig or apparatus at the time, and a prefer the back holstering to nothing being there at all.
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Old 2011-10-29, 03:04 PM   [Ignore Me] #65
Raka Maru
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To me it looked like there are notches to secure weapons on the backs of the heavy suit.
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Old 2011-10-30, 07:29 PM   [Ignore Me] #66
Erendil
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Re: Infantry Classes Armor and Weapons


Originally Posted by EASyEightyEight View Post
Bringing your weapon to your chest while sprinting is nothing new in FPS gaming. I do imagine there being stamina consumed with sprinting however, so for relatively safe travel (such as getting around a non-contested base,) maybe we can put away our firearms for a boost in speed?

For my part, I certainly don't want everyone to always have a weapon at the ready when not in combat. Maybe at least if one attempts to holster the current active weapon, the avatar just lowers their weapon into a more at-ease position across their chest/stomach, but it should take a moment to whip it back out, if a bit shorter than simply pulling it from one's own back. I understand SOE wants to speed up the game after all.
Yeah, I'm with ya. Having your weapon out and shoulder-braced all the time looks weird when you're just running around in a friendly base and the nearest enemy is halfway across the cont. But I suspect the avatars in PS2 will only have their weapons in that position when they're using ironsights, and will carry their weapons at/near the hip otherwise.

And I agree putting your weapon away should give you a slight boost in speed since you need your arms free to act as a counterbalance to swing your hips out and increase your stride. I'm hoping for 5 different footspeeds in PS2:
  1. Walking/ironsights
  2. Double-time (jogging) with weapon in-hand
  3. Double-time with weapon put away
  4. Sprint with weapon in-hand
  5. Sprint with weapon put away.

The first 3 speeds are already in PS1. Sprinting should probably only be possible for at the most 15-20 seconds, and having a "heavy" class weapon in-hand (HA, AV, SA) should slow you down more than if you have a lighter weapon out.

As for attaching weapons to your back w/o a holster, I know how the VS do it...




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Old 2011-10-31, 06:42 PM   [Ignore Me] #67
DviddLeff
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Re: Infantry Classes Armor and Weapons


Question: we have seen Standard armour in the TR turn around video; where does that fit into the class scheme?

We know that you will spawn directly into the armour you choose to speed up getting back into the fight, so what purpose does Standard serve?

What I want: Make standard the only class that can crew vehicles.
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Old 2011-10-31, 07:06 PM   [Ignore Me] #68
Brusi
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Re: Infantry Classes Armor and Weapons


I like that idea for standard armor, as it would definitely add another level to game play... however i have a feeling that it could end up just being a level of frustration that would slow down gameplay.

There is likely no AMS, meaning that swaping from a vehicle class to an infantry class could only be done at a base or maybe a grounded Galaxy? The last thing i want to start seeing is people suiciding as a shortcut to poor game design.
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Old 2011-10-31, 09:09 PM   [Ignore Me] #69
Kriegson
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Re: Infantry Classes Armor and Weapons


Originally Posted by DviddLeff View Post
Question: we have seen Standard armour in the TR turn around video; where does that fit into the class scheme?

We know that you will spawn directly into the armour you choose to speed up getting back into the fight, so what purpose does Standard serve?

What I want: Make standard the only class that can crew vehicles.
I would think this is probably the case. It promotes a level of teamwork as you can't just fly everyone to the base in mosquitos and hop out in combat armor, ready to go. Pilots would have a distinct disadvantage and also offer a good support niche for those who aren't too good at pounding ground.

Without AMS's and with pilots being less effective in direct combat, they would be at something of a premium, and valued members integral to supporting an offensive.
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Old 2011-10-31, 10:13 PM   [Ignore Me] #70
EASyEightyEight
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Re: Infantry Classes Armor and Weapons


Following their plan to get players into the battle ASAP, I honestly can't see Standard not being the heaviest armor allowed for piloting aircraft. No soldier should want it in the field, and it doesn't seem practical for a pilot to need basic armor plating like said soldiers in the field. I just hope standard armor gets a helmet this time. I'd like to see my TR pilots wearing breathing masks!

Besides that, it's quite the mind**** to have standard in at all if we're expected to spawn into battle in our selected kit.
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Old 2011-10-31, 11:34 PM   [Ignore Me] #71
Kriegson
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Re: Infantry Classes Armor and Weapons


Originally Posted by EASyEightyEight View Post
Following their plan to get players into the battle ASAP, I honestly can't see Standard not being the heaviest armor allowed for piloting aircraft. No soldier should want it in the field, and it doesn't seem practical for a pilot to need basic armor plating like said soldiers in the field. I just hope standard armor gets a helmet this time. I'd like to see my TR pilots wearing breathing masks!

Besides that, it's quite the mind**** to have standard in at all if we're expected to spawn into battle in our selected kit.
Ya still gotta get vehicles to the field, I doubt you can spawn those in...unless I'm horribly mistaken.
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Old 2011-10-31, 11:47 PM   [Ignore Me] #72
TRex
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Re: Infantry Classes Armor and Weapons


Maybe standard is the default suit for driving all vehicles . Maybe somewhere up the infil /light/heavy /medic/engi cert trees you can unlock the ability to drive/fly as infil/light etc rather than the standard suit.
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Old 2011-11-01, 01:31 PM   [Ignore Me] #73
Xyntech
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Re: Infantry Classes Armor and Weapons


You could streamline getting into a vehicle in a restricted armor by allowing the vehicle terminal to replace your current armor with an armor that can drive or pilot whatever vehicle you are trying to spawn.

The vehicle terminal wouldn't have to be a full on equipment terminal, just have a little message that pops up if you try to spawn an ES fighter while wearing MAX armor that says "your current armor can not pilot this vehicle. Would you like to spawn the vehicle anyways and lose your current armor, or cancel spawning this vehicle?"
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Old 2011-11-01, 02:36 PM   [Ignore Me] #74
Traak
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Re: Infantry Classes Armor and Weapons


Originally Posted by Xyntech View Post
You could streamline getting into a vehicle in a restricted armor by allowing the vehicle terminal to replace your current armor with an armor that can drive or pilot whatever vehicle you are trying to spawn.

The vehicle terminal wouldn't have to be a full on equipment terminal, just have a little message that pops up if you try to spawn an ES fighter while wearing MAX armor that says "your current armor can not pilot this vehicle. Would you like to spawn the vehicle anyways and lose your current armor, or cancel spawning this vehicle?"
Absolutely BRILLIANT. The game NEEDS this feature, and needs it TODAY!
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Old 2011-11-01, 02:43 PM   [Ignore Me] #75
DviddLeff
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Re: Infantry Classes Armor and Weapons


Damned good idea that.

I do hope that Standard armour is the vehicle crew suit; it stops players using single man vehicles as combat insertion craft.

Regarding getting them to re-equip in the field, I would hope that without AMSs engineers or commanders could deploy equipment terminals outside of facilities.
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