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PSU: Look at all the dead Vanu
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2012-10-10, 05:35 PM | [Ignore Me] #76 | ||
Sergeant Major
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Progress: Deathmatch ===> CTF CTF ==> TF TF ===> MegaTF MegaTF ==> Custom TF TF =====> Planetside/WWIIONLINE Progress: Ultima Online ===> Star Wars Galaxies Last 10 years we've had nothing but regression across the entire gaming industries in every genre: FPS RTS MMORPG Diablo What happened? |
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2012-10-10, 05:53 PM | [Ignore Me] #77 | |||
Private
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Your the one that brought up a flag. Turrets neither add nor remove game objectives. |
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2012-10-10, 06:50 PM | [Ignore Me] #80 | ||||
Sergeant Major
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2012-10-10, 08:50 PM | [Ignore Me] #82 | ||
Major General
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The spits in PS1 weren't that bad were they? You either got surprised by them and were killed (especially in Interlinks) or you saw them and destroyed them. It's not like the spits could be redeployed that quickly anyways. And if you have a team then it's usually no contest against CE in PS1.
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2012-10-10, 08:59 PM | [Ignore Me] #83 | |||
Private
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2012-10-11, 07:47 AM | [Ignore Me] #88 | |||
Private
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Glad we agree.
One of the biggest parts of an assault is moving forward. Where standing ground and holding back the enemy is defending whether your a person or a turret. Dumb baseless assumptions like that show it's you that has trouble when it comes to knowing things. |
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2012-10-11, 08:13 AM | [Ignore Me] #89 | |||||||||
Lieutenant General
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The point isn't that the TURRET outsmarts people. The player who PLACES the turret outsmarts people by either creating a(n avoidable) death trap for careless players, but beyond that a warning sign, a stalling tool, a force multiplier or as described above, by using the turret as a (psychological) tool to influence the behaviour of another player into a position that is advantageous to the placer of said turret. IF the placer is actually good at it. Think of it like a carrot and stick, where the turret is a stick. If a player is taken out through any means involving a turret, the turret did not outsmart the player, the player who died fell for, or triggered the trap/alarm set by the engineer.
In the above example, a loner setting up CE somewhere, does this in the interest of the empire: they blockade routes from small teams, they prevent tactical flanking maneuvres, they obstruct enemies, delay and provide early warning systems for their empire. So no, per definition, sticking together is not "team work". That you don't value this or thought of this is more a thing to do with what you prefer as a playstyle than that it's not part of the bigger picture. In fact, what loners do can have a more profound impact on battles and the team meta-game than you give credit for. You don't want to know how often, as a loner, my CE destroyed AMSes, Skyguards, tanks and BFRs that were supporting the enemy advance. The mere presence of CE can stall an enemy for half a minute to 3 minutes, which is a HUGE deal in terms of base captures. If they kill something, great extra. You really underestimate the strategic, logistic and psychological benefits of having CE. I can't but say that you really missed out on some massive creative options if you never realised their potential. :/
Somehow I doubt you considered or see detonating C4 randomly within earshot as the metaphorical stone to distract a guard though. Did you ever consider using an OS as an EMP grenade in PlanetSide 1? I've often OSed towers with the goal of getting inside undetected, rather than throw an EMP in a dense CE field. The OS has to have the appearance of taking out whatever is on top of the tower though. Why the OS and not the EMP blast or grenade? Because I chose the OS JUST to not trigger the Engineer who placed the mines that there's a cloaker sneaking in. It is such an obvious and blunt instrument, that nobody sees it as a subtle scalpel to take out automated proximity defenses. In fact, I know the engineer who placed the CE will come out to place new mines within 10 seconds, so I didn't even need to use a REK: I popped in while the new mine was being deployed without anyone ever knowing: new mine in place: tower is considered safe: no dark light sweeps. Psychology. Deception is a powerful weapon.
Besides, you spent resources on it. If you change tanks, your tank doesn't just disappear immediately. In fact, others can enter it and take over. Is that too letting your side down? Should you never be outside of a vehicle or purchase one for others if you have resources for it? Should your tank disappear because you went from medic to LA? No! Especially considering that for vehicle mines to work (dealing at most 80% damage a piece), you NEED to be Heavy Assault to finish up on the kill since other unit types can only use C4, it's ridiculous to expect CE to disappear on changing class. Please, be reasonable. It's simply unfair. You're letting your hatred of automated equipment cloud your judgment. Even though they were operated by players in the sense that it's pretty much a bullet laid down in advance, rather than one fired spontaneously. We're not talking AI armies here, we're talking player tools. Simply limit the total amount that can be placed by a single player, just like in PS1. That way they can't be spammed, but can be effective IF all of the following are true: 1. The player certed into it 2. The player has the resources for it 3. The player had the time and will to place it 4. The player has the mental capacity to predict which type of enemy will be coming for them thus is able to select the appropriate type of mine 5. The player is smart enough to place it such that an enemy might actually trigger it without disabling it first, because they are capable of reading the enemy's potential plans and covering those with CE the player doesn't cover personally and knowing what the enemy might see or fall for 6. The player has enough CE available to cover several of the thousands of movement route options one has in PS2. 7. The enemy player is careless 8. The enemy player doesn't bring the appropriate countermeasures 9. The enemy player can't use it against you or your team 10. The enemy player doesn't have other plans/routes than you envisioned and doesn't predict your actions appropriately 11. If to alert: the player has to be continuously aware of what CE went missing and where 12. The player has to be able to mount a response to an alarm 13. If unsuccesful in more than maiming the opponent (most the time), the player still has to be able to follow up on their CE. That's a whole lot of demands for mines and turrets to function. Last edited by Figment; 2012-10-11 at 08:39 AM. |
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2012-10-11, 08:31 AM | [Ignore Me] #90 | ||
Lieutenant General
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Btw, one of my favourite tactics to take out enemy tanks was seeing where an enemy tank entered the battle. Then going there and lay mines. Why? The tank already passed, right? What possible use would there to be to lay mines there?
Well. The tank is likely to leave the battle through the same route it entered it, knowing there were no mines there before. However, since a battlefield is large, one mine, two mines or three mines simply aren't enough to cover the variety of options. As such, you knew approximately where a tank might return, but not exactly and thus needed to cover an area of around 20meters in width with mines. Just to take out ONE tank. Handing out one to three mines per player is therefore utterly stupid: they'll never be able to lay a proper minefield. The only reason a minefield works is because you have a high density of explosives in an area of which you don't know where exactly an enemy will move in. Mines (and turrets) being "Dumb Fire", can only work because of quantity over quality. No quantity? Don't even bother. Do you see people bother with mines right now? Currently, there isn't even enough to close off a quarter to half a valley width in PS2, let alone enough to stop a tank brigade advancing or even slow them down. Last edited by Figment; 2012-10-11 at 08:35 AM. |
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