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2012-05-26, 09:06 PM | [Ignore Me] #61 | ||
Major
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But...but... this is fun to watch my brother do, imagine seeing a tank column in a narrow canyon, then hearing your leader say. "Push the ATV's!!!" Then seeing 30 ATV's fly down towards the unsuspecting tank column and watch then explode.
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2012-05-26, 09:47 PM | [Ignore Me] #62 | ||
Private
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Instantly getting in and out of vehicles has a bigger impact on gameplay than many people realize.
If it takes time to get in and out, it forces you to find a safe place to load and unload. You can't just drive by at max speed, stop for a split second, have 10 soldiers suddenly APPEAR next to a Sunderer, then have it drive away immediately. Plus, by the gods, did it ever look cool to see an entire Galaxy or Sunderer empty of troops... All the doors opening and everyone climbing out at the same time. It just makes more sense for the pace of this game. This is supposed to be a marriage of tactical and traditional FPS elements, not simply one or the other. The extremes need to be looked at, then a balance needs to be struck. On one hand, we have BF3; hop into a helicopter, take off almost immediately... maybe a 3 second delay. On the other hand we have Project Reality (a very aptly named game); get into a helicopter (with the correct pilot's kit, mind you), and you need to wait for the rotors to get up to speed. It took 30 to 90 seconds, depending on the type of helicopter, before you could actually take off. I understand we're dealing with futuristic VTOLs and not helicopters in PS2, but they could still use a warm up time to keep things from feeling too "arcadey". A mosquito or other light aircraft could take 3 to 5 seconds to warm-up. A liberator, 5-10 seconds. A galaxy, up to 15 seconds. (Obviously these are just numbers I'm throwing out to get an idea of the sense of balance I'm thinking of). I completely understand why the devs want to "trim the fat" of the original PlanetSide experience, but it's a fine line to walk. Time spent not fighting (traveling, repairing bases, patrolling, scouting, etc), makes a nice contrast between engagements, and makes combat, when it does erupt, more satisfying (this is why CoD and BF get boring... You're immediately spawning and dying over and over again. Death is practically meaningless when you respawn 15 feet away in 10 seconds). Getting rid of all of these things completely would drastically change the pace, and therefore feel, of the PlanetSide we know and love (I fully understand they could change it for the better, and that's what I'm seeing so far in their decisions, but it's all too easy to "trim the fat" so much that you lose some of the details that made the first game so compelling. |
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2012-05-26, 10:10 PM | [Ignore Me] #63 | ||
Colonel
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Yeah ^, on the taking off speed part, it felt really weird watching them take off instantly at speed as soon as they hopped in. I feel as if there should be a 2-5 second startup sequence to replace the enter/exit animations since they aren't making it in. Instant takeoff feels way too arcade.
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2012-05-26, 10:18 PM | [Ignore Me] #64 | |||
Staff Sergeant
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2012-05-26, 10:41 PM | [Ignore Me] #67 | ||
Sergeant
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dammit that's my line. I'm the youngster around here...usually. seriously though...I don't think ground troops bailing at the last minute is anything whatsoever to worry about considering whatever vehicle YOU'RE in just killed their MBT. Meaning, you can one shot them once they're running around outside it. If you're any kind of competent as a gunner, it's a non issue. And even if you're not, vehicle combat isn't usually close enough for someone to C4 the attacking vehicle without taking several shots in their direction.
edit - just realized you may have been referring to my avatar...if you don't know who that is, I feel sorry for you. You're truly missing out. No joke. Last edited by PeteHMB; 2012-05-26 at 10:42 PM. |
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2012-05-27, 12:00 AM | [Ignore Me] #68 | |||
Corporal
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besides i'm NC we're all about unconventional warfare |
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2012-05-27, 12:55 AM | [Ignore Me] #70 | |||
First Sergeant
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I make awesome peanut butter cookies, btw. |
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2012-05-27, 01:43 AM | [Ignore Me] #71 | ||
Contributor First Sergeant
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A delay between pressing the exit button and leaving the vehicle is something I would like.
OTOH if you want reliability in your driver/gunner play with a squad/outfit. Stopping to exit a vehicle will just make a lot of players avoid getting into public vehicles, no one wants to be totally at the mercy of someone they have never met. Last edited by IMMentat; 2012-05-27 at 01:46 AM. |
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2012-05-27, 01:49 AM | [Ignore Me] #72 | ||
I guess one thing that we've seen in videos that would soften the injury is that there is kill xp and there is vehicle destruction xp.
So people can bail and the person who go the best of them will at least get something. Still, I like the conventions put in place by the original, open air vehicles can be bailed from, others need to be stopped to exit. |
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2012-05-27, 01:50 AM | [Ignore Me] #73 | |||
Sergeant
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I'm not arguing realism or not. If PlanetSide 2 were real I would assume most of the doors could be blown off a vehicle in an emergency, at the very least. I'm arguing that it has a dramatic impact on the way a game plays, in dozens of ways, and I don't think that it would work well in PlanetSide. It takes very little time to stop a quad in PlanetSide if you need to get off. |
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2012-05-27, 01:56 AM | [Ignore Me] #74 | |||
Major
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2012-05-27, 03:23 AM | [Ignore Me] #75 | |||
Sergeant
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The Best of George Carlin Pt 3 The Best of George Carlin Pt 4 |
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