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2012-11-08, 05:54 PM | [Ignore Me] #61 | ||
Captain
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Im little concerned about tug of war captures. It seems they replacing skill with numbers in smaller fights. On bases with multiple points, when you have less (say 5-8) ppl, but are defending 2 points very well so 12 cant get to it, but they can just go to third point and since they have greater numbers theyll will. Not fan of that.
But i like that they reintroducing resecures. That was my favorite part in PS1. Coming in in last minute, fight through defenders and resecure it. I just wish they picked another method for do that in PS2. |
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2012-11-08, 06:00 PM | [Ignore Me] #62 | ||
Major
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I don't like the health regen at all. If they're worried about people dying too much, they should raise the TTK across the board instead, and give people more ammo. This will allow people the "feel" that they are able o do more than an artificial heal.
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2012-11-08, 06:05 PM | [Ignore Me] #63 | |||
Major General
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2012-11-08, 06:08 PM | [Ignore Me] #64 | |||
Lieutenant Colonel
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Edit: More thinking about regen While I do not support the change, I have to admit that it was a pain to heal yourself solo without wasting consumables for those 3 reasons: - changing classes does not refill health - as a medic, you cannot heal yourself with the medic gun - as a medic, the charge for the area-heal ability starts at zero So unless I missed an undocumented mechanism to heal yourself solo, you either must use a consumable (if it is unlocked) or change to medic, wait for the ability to charge up and use it. I agree that it is kind of frustrating to have to wait like that next to a terminal in order to heal yourself. However, on the field, I still think it is more interesting to force a player to take risks and go get some healing; what was wrong is how difficult it was to solo heal yourself when reaching a terminal; there was nothing wrong about having to reach it first. I feel more intensity by running around at low health, trying to survive when my medic has been shot than seeing heals happen magically (no attrition, no supply chain, no forced repositioning, no choice involved). Of course, the cooldown is very long and regen is slow but I still do not understand the decision. I also think the change will affect those occasional survival low-health situations involving snipers and low-pop combat. If a guy got isolated into a base, why should he be able to hide and wait for regen instead of having to take more risks ? IMO, It's unfair for those who lowered his health down. I could find some situations where such a mechanic would have given me the upper hand. On the other hand, it can't be unfair since everyone has it by default. Of course, I do not understand what they are trying to do so we'll have to see how it plays out, but I wish a more elegant solution could have been found. Last edited by sylphaen; 2012-11-08 at 06:42 PM. |
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2012-11-08, 06:29 PM | [Ignore Me] #65 | ||
Captain
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As i understand it there wont be any capturing points. You will be directly capturing the base just by standing near a point. If VS have 3 people near A, and 5 people near B, while NC have 12 people near C, the base will start turning to NC. You wont capture points.
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2012-11-08, 06:43 PM | [Ignore Me] #66 | |||
__________________
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2012-11-08, 06:46 PM | [Ignore Me] #68 | ||
Major General
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Still confused by that. So you are saying you think you have to stand by something that allows you to capture a base, but that thing is not a capture point? Even though the patch notes talk about some bases having multiple capture points while others only have one. I don't see anywhere in the patch notes that tells us how exactly that works tbh. So we are just jumping to conclusions without any reference to back it up.
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2012-11-08, 07:53 PM | [Ignore Me] #69 | ||
Captain
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Yea no capture points that you can capture and move on. When they talk about capture points in new system that mean point, where if you are near, you contributing to capture base. But that capture point will never turn to be yours. If you stay alone at point C and there is no enemy at A,B or even C point range is big, you start capturing base. As one enemy step into any of those points, capturing will stop as you even each other. If you leave to kill that guy, you leave capture point and enemy start winning base back.
Thats what i understood from patch notes, and patch stream. But i could be wrong. |
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2012-11-08, 08:07 PM | [Ignore Me] #70 | ||||||
Major General
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Ok, I just read the patch notes again, to make sure something wasn't being missed. I think you are incorrect about no capture point. The starting sentence in the tug-of-war description says this:
Last edited by Crator; 2012-11-08 at 08:13 PM. |
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2012-11-09, 12:10 AM | [Ignore Me] #72 | |||
Staff Sergeant
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I think of it like attacking currently - you need to have a person sticking around a point because it'll start auto-flipping back to the defender's side. With these changes you're not just baby sitting, you're contributing. Last edited by Kail; 2012-11-09 at 12:13 AM. |
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2012-11-09, 12:24 AM | [Ignore Me] #73 | |||
It's not the amount of medics people are worried about, it's about long range combat turning into a slow crap of duck'n'cover 'till you're bored... |
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2012-11-09, 04:34 AM | [Ignore Me] #75 | |||
Sergeant Major
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I don't think that's ever occurred to me, it's just not the way fights are won or lost. TTK is too fast, and if it isn't fast at the range your engaging at you've probably made a tactical error by engaging the enemy under those circumstances with that weapon. The time's I do have partial health is after a fight, from falling damage, or FF/bad driving. |
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