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2012-12-16, 11:40 AM | [Ignore Me] #61 | |||
Major
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They look to be about two to three times larger then what we have in the game currently. And I meant it when I said they were buildings in and of themselves, the tops appear to be enclosed structures about the width of most mid-sized buildings in the game. |
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2012-12-16, 12:12 PM | [Ignore Me] #62 | |||
First Sergeant
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I guess you're right The walls look like bunkers Man, what I'd give to just test those assets myself, in a separate server |
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2012-12-16, 02:24 PM | [Ignore Me] #63 | |||
Major
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One of those wall towers alone would make a better Outpost then most we have now... ...Malorn, are you reading this? See if you can't get your hands on those old assets. You can call it "The Stand" (subtitle: Hope Rides Aaaaalloooooonnnneee!). |
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2012-12-16, 05:57 PM | [Ignore Me] #64 | ||
Major
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The quickest fixes they can add to smaller outpost/bases :
1. Give spawn room 3 doors instead of 2. This is to prevent the tanks especially Magriders from camping and shooting perpendicular to the door. Infantry has no chance if a supposed tank go to a side of a steep cliff (something other tanks can't do) and blast players from the side as they exit. There's no way to hit back if they are hidden from the two narrow openings. 2. Double the width of the door. This makes it even harder for tanks to spawn camp because it will provide players much wider angles to hit back. 3. Open the ceiling up, shielded of course, to prevent Aircraft from easily camping the doorway egress areas. 4. Add an AA on the top outer corner on the spawn room that can be repaired from the inside. Again this is to stop aerial spawn campers. If players are stuck inside, there will be no way to destroy that AA turret if there are multitudes of trapped engineers healing it and soon that Aircraft will expire or fly away from attrition. |
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2012-12-16, 07:38 PM | [Ignore Me] #65 | ||
Tech, and Amp stations should have spawn rooms in the main buildings just as Bio labs do. Keep 2 spawn facilities outside the main building on each side. These could serve as the towers in Planetside 1. The enemy can capture the outer spawn facilities and we would still have control of the main building. This would give us the great fight styles of Planetside 1 even bigger.
As far as the outpost. If you spawn at a tower in Planetside 1 and stick your head out a door, tanks and air would blow you away. Outside of any building your fair game. you cant take that away from tank drivers and flyers. But as some have pointed out, if the spawn and CC are on the same building you have a better shot at defending the outpost. Then it would be up to a greater number of enemy infantry to go in and take that CC from you and capture the outpost. Also it would be nice to see additional equipment terminals in all those empty building as well as an additional spawn room which the enemy can capture and from which they can launch there attacks on the outpost CC building Last edited by capiqu; 2012-12-16 at 07:40 PM. |
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2012-12-16, 07:57 PM | [Ignore Me] #66 | |||
Lieutenant General
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There's predominantly need for balance in which skill determines who gains the upper hand. Infantry by definition have the weakest tools to work with, they must be able to use the environment to their advantage in order to compete. Having no defensive fortifications means infantry cannot compete at all. You'd also never get significant infantry vs infanty outside without continuous dominant meddling by air and vehicles. Whether you like it or not, competitive infantry in- and outdoor play is a major if not the attraction for FPS players in general, especially if they're not allowed to directly compete with air and vehicles in most situations. One should not make a class feel incompetent, ignored or otherwise useless. You will lose those players and/or a playstyle variety. Ultimately, that makes the game more uniform, predictable and bland, while variety and unpredictability and competition is what makes a pvp game thrive. |
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2012-12-17, 12:23 AM | [Ignore Me] #67 | ||||||
Major
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I mean, any competent attacking force brings an S-AMS along with them, or at least a Squad Beacon in case things aren't as easy as they were expecting. Do they really need the advantage of a local spawn for a simple Outpost when they already have the initiative?
These "Office-huts of the Future-as-designed-by-Alcoa" are little more then just that; futuristic set clutter in the vague shape of buildings. Just because most Vehicles can't drive right inside of them doesn't make them a proper position for Infantry to fight them from. |
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2012-12-17, 08:05 AM | [Ignore Me] #68 | ||
Lieutenant General
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Alright so I made a case study of Aurora Materials Lab, which is a base that changes hands constantly right now because every time you walk in, you already won. Currently all you need to do is get an AMS to the central CY, a tank on the south spawn exit and you win.
I've tried to give a brief impression of the situation as is below. Then I've made some modifications (probably a few more than absolutely necessary). However, I'd say it's still pretty easy to enter, but would provide an organised assault with some challenges when defended. Defense should be easier then now, but they'll still have to be very flexible and active. Infantry is now very important in securing the base, while vehicles are important in moving up to the base. I've also tried to ensure there's plenty of infiltrator objectives, from gate securing to SOI destruction to SCU destruction and CC hacking. Also note the SOI generator (in CY here, could be located on top of a building too). Could add some elevators at wall walk ends next to buildings so people can get to the roof more easily when walking along the outpost wall. Thoughts? Last edited by Figment; 2012-12-17 at 08:08 AM. |
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2012-12-17, 08:33 AM | [Ignore Me] #69 | ||
__________________
"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2012-12-17, 08:43 AM | [Ignore Me] #70 | |||
Lieutenant General
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Still, I'd like to see people use a blockade runner Sundy with minefield upgrade now and then to take out a shield gen objective by running the gates, rather than always bring the AMS variant because it is more +10 exp pts. |
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2012-12-17, 09:02 AM | [Ignore Me] #71 | |||
__________________
"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2012-12-17, 10:14 AM | [Ignore Me] #73 | ||
Lieutenant General
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Btw, I'm pondering on how infiltrators could have a stealth edge opposed to LA's mobility edge in taking these generators out. Perhaps the general overload warning doesn't appear as fast with different grades of hacking. Then people have equal time to respond, but they'll have to pay more attention to the overload and hacking sounds than the facility warnings.
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2012-12-17, 10:26 AM | [Ignore Me] #74 | ||
Major General
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2012-12-17, 05:19 PM | [Ignore Me] #75 | |||
Major
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Especially love the SoI jammer, since every outpost seems to have those big ass antenna but only a few use them to mark the position of the Control Console. The only thing I don't understand is Shield Generator C, since it only covers a small entryway... ...Kind of a waste of a shield generator if you ask me.
Smart cloakers should be using their stealth to disrupt the enemies ability to move effectively, and what better bait to send them to the spawn countdown then an overloaded generator? |
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