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PSU: Putting the "WTF" in "fansite".
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[Ignore Me] #76 | |||||
2) rexo/ha/med/eng is not the same as rexo/ha/av/a.med/a.hack/engi. Neither of those are the same as rexo/ha/medkit. Back in the days before super soldiers, people had plenty of room in their packs for medkits. Take out the HA, Med and Engi (rek and grenade or pistol move to small slots) and you too will be able to partially recover after a fight without depending on anyone else.
Purely in shooters besides TF2 we've got Tribes and, for a even bigger impact, the entire Battlefield series. Role inter-dependency is critical in those games.
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![]() And that was that. Last edited by exLupo; 2011-07-27 at 06:58 AM. |
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[Ignore Me] #77 | ||
Major
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i'd like to see
grunts with basic med and eng Medics with faster med adv med med station deployment maybe some stam recovery gun/term with MA eng with all the current CE and glue gun with MA pilot with glue guns with MA infil with hacking boomers and pistols
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[Ignore Me] #78 | |||
Major
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also i'm not advocating HA REXO Med ENG AV ADV Med ADV Hack CE mossie grunts...... i'm advocating REXO Med and Eng and two guns (in this case HA and AV) which like i've said before is what br20 gave you, it's not a super soldier it's a basic grunt class
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[Ignore Me] #81 | |||
Colonel
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The benefit to classes over certs means we should be seeing things like "medics", "engineers" and "infiltrators" being far cooler and far more elaborate than the things you're giving them from Planetside. Who knows what sources of healing will be available that we aren't even aware of? Using scenarios of sitting outside a tower spamming VNR is positively pointless until we know more about PS2. |
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[Ignore Me] #82 | |||
Major
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[Ignore Me] #83 | ||
Lieutenant Colonel
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Well you don't have to play with a medic in your squad if you want to be stubborn, but your staying power in the field will be much less.
Having a balanced squad will be much more important in PS2 than it was in PS, because of the limitations of the class system. That in my eyes is a good thing, it encourages teamwork and rewards players that put some thought into their game, rather than every infantryman simply going HA, AV, Engy and Medic. |
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[Ignore Me] #84 | |||
Contributor PlanetSide 2
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[Ignore Me] #85 | ||
Private
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The cert system in Planetside 1 was great, as long as there were limits on the maximum amount of certs you could have.
I'm wondering now, if the class system will have any maximum limits at all, besides just the time it takes to train the different skills. I'm hoping that there will be some kind of absolute limit so you could, for example max out two or three classes, or generalize in a few classes. If you wanted to switch classes you would start training them, and another class would start untraining. The class system so far (What we know about it of course) still sounds like we'll eventually have super soldiers who can do anything, except this time around they'll need access to an equipment terminal to do it. I'm in support of any combinations you could want, even HA/med/eng as long as that's all you're limited to. |
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[Ignore Me] #87 | |||
Major
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on another note what do you think the medic is suppose to do, is he suppose to have the med app out constantly spamming heals on everything? if thats the case i think we'll have the same problem all the trinity mmorpgs have, and thats lack of healers because it's a dull playstyle
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[Ignore Me] #88 | ||||
Colonel
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Also, medics with jetpacks. |
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[Ignore Me] #89 | |||
Lieutenant Colonel
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Notice that even in class based FPS games (ie Battlefield) medics have guns; and with lower TTKs overall they are perfectly playable as its a much more even playing field. Sure the guys with the equivalent of HA will have an advantage, but the medics weapons will give him a damned good chance of victory, if he has the skill. |
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[Ignore Me] #90 | |||
Sergeant Major
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