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PSU: Whats that your smoking?
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2012-06-06, 08:45 PM | [Ignore Me] #61 | ||
First Sergeant
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The way I see it, the devs are stressing that logistics is important, and so is being able to stay in the action. Those are kind of opposed to each other in a round about way, so you need a balance. So, squad spawning should have a hefty timer as well as limited areas in which it can be used. Perhaps you need to control a dropship center or equivalent in order to use it? Also we know that you cannot SS inside a facility, obviously. Seems pretty fair to me.
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2012-06-06, 09:04 PM | [Ignore Me] #63 | |||
Captain
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2012-06-06, 09:13 PM | [Ignore Me] #64 | ||
Staff Sergeant
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My biggest issue is what happens when you have an organised outfit who takes a gal full of 12 Squad leaders. Does a gal drop and then has each of the squad leaders squads spawn on them...Thats essentially like doing 12X6 gal drops with 1/6th the danger.
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2012-06-06, 10:28 PM | [Ignore Me] #65 | |||
First Sergeant
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I do like the idea of a SOI around bases where pods can't drop though. Bolsters the logistical aspect. |
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2012-06-07, 01:07 AM | [Ignore Me] #67 | ||
Staff Sergeant
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I can't wait to see an SL infiltrator climb up to the top of a facility unseen and then have 9 maxes drop in around him. Do their testers have no imagination, or do they honestly think that's ok?
Actually FPClark has it even better, gal drop 12 SLs, suddenly you can drop in 108 maxes on top of the enemy base! I wonder how fast 120 players can backcap... |
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2012-06-07, 04:21 AM | [Ignore Me] #68 | ||
Private
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If you had a squad of 10 all certed in SS, could you just keep promoting someone else to squad leader and divide the timer by ten?
If so then perhaps the cool down should initiate once someone is promoted to effectively negate this. |
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2012-07-10, 11:17 AM | [Ignore Me] #73 | ||
First Sergeant
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While this makes SL's very valuable, and promotes squad teamplay there has to be some middle ground.
I didn't like that they could deploy anywhere, roofs, behind buildings, over defenses, there were no defenses in this case. In already open bases, it just promotes chaos imho, for both sides. Perhaps however once the enemy is in the base, its game over anyway, and you are supposed to pull out and regroup? A bit like many of the base defenses in PS1, once you are past a certain point, defending isn't always the way to go? |
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2012-07-10, 11:33 AM | [Ignore Me] #75 | |||
Private
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