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2012-05-07, 09:47 AM | [Ignore Me] #76 | |||
Private
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2012-05-07, 09:52 AM | [Ignore Me] #77 | ||
Lieutenant General
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Ehr... how would a drop pod be an upgrade rather than a downgrade because it's more obvious? >___> I know he wants them to slam into the ground and all for the visualy exciting bit and even have that potentially damage enemies, but you ever harted in anywhere, you'd know that if you harted in anywhere people were watching, you were pretty much screwed.
Also Kaos, I don't think you understand that groups of cloakers are easier to root than individual cloakers, because they lead you to one another and are more prone to making mistakes, cannot all use the best hiding locations and are generally attracting a lot more attention than they want to. Do you honestly think that groups of cloakers would not have existed in PlanetSide 1 if they would be so good as you try to make them sound? Groups of cloakers do nothing more than padding someone elses killcount. |
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2012-05-07, 09:53 AM | [Ignore Me] #78 | ||
Sergeant
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What do you guys think about giving infils only a 1-time use, single deployment personal spawn point? I'm thinking something along the lines of an ACE that an infil can use to spawn at if he stays within, say, 1 hex of where he dropped it. You'll spawn with your same infil loadout you died with just with ammo refilled or whatever. The spawn point ACE would be cloaked when deployed after an initial 1 second animation or whatever, vulnerable to being run over, shot, blown up, etc. Give it, say, 50 points or whatever so that a single grenade may not destroy it, but two grenades WILL. The low health of the spawn point means you'd have to hide it behind trees or something to avoid it being randomly run over, splash damage can easily kill it, etc. so that people aren't just dropping them everywhere. Make it so you can deploy it anywhere except on a vehicle though. Roof, tower, inside, outside, whatever. Thoughts?
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2012-05-07, 12:21 PM | [Ignore Me] #79 | ||
First Lieutenant
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I really do hope Infil does not become a cloak and dagger assasin primarily. Do I mind it being a role? No, but it shouldn't be the main and really only effective way to play the Infil. I would hope they would use creative support options for them.
One I can imagine is on a battlefield you would rely on LOS to shoot enemies. But Infil's would have a device to be able to highlight enemies for your allies on their HUD showing their locations. Such as an Infil is laser pointing at an enemy behind a rock so your tank with a module upgrade that allows this data to be received will see it as a highlighted box behind the rock. In which they proceed to shoot many explosives around the rock killing the soldier with AoE. Actively providing real time intel on where enemies are located should be one of the support options Infils can do. And hopefully with a variety of engineer/defence/support options, their is a great amount of sabatoge for them as well > |
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2012-05-07, 12:34 PM | [Ignore Me] #80 | ||
Lieutenant General
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On the camera gadget: "hmmm..." Not really impressed with the concept.
As with anything that's visible, would it not attract unwanted attention? I mean, if I saw a camera I'd instantly put on Dark Light if I had it (and I would, like I see mere shimmers for 0.1 seconds in PS1 that reveal the location of cloakers to me). Plus, how many cameras would you have? And how do you ensure proper placement? Would it be remote controlled? Honestly, I see that more as a gimmick with the potential of ruining your day by simply using it, than a really good alternative. On the personal spawnpoint: it would allow for a select few of the old approach route type spawn placement and then some exploitable situations, but it would not (IMO) be an ideal solution. It would not allow you to setup a fall back or secondary base to assault from with your team for instance. No, an AMS is still the most ideal unit. It would help a lot more if you could only have third person while entering hacking/jacking modes. That still would not help in training while moving. For instance, while crouch moving in PS1, you can see just how visible you are, crouch tap moving is the least visible form, but without third person there's no way to tell in PS2 if you moved a bit too much and could have been spotted. You certainly wouldn't notice people walk up on you from behind either and that's going to be murder, literally: either you'll move right in front of someone, or they'll bump into you because you did not get out of the way fast enough. No, I'm not happy at all with the removal of third person. Another thing that could help at leas a bit is to lean around corners, basically popping your head out a bit to take a look. Not to fire a shot, mind you. Last edited by Figment; 2012-05-07 at 12:36 PM. |
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2012-05-07, 02:55 PM | [Ignore Me] #81 | |||
Sergeant
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2012-05-07, 04:07 PM | [Ignore Me] #82 | ||
Corporal
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I'm a bit worried about infils in PS2. PS1's infils were an utterly unique approach to FPS gameplay. Nothing else felt like cloaking, in any other game. And yet it was beautifully balanced.
If cloakers can carry SMGs or shotguns, won't they need nerfing in other areas? And it seems like they'll be annoying to fight against. That was the great thing about PS1's cloakers. I never felt annoyed fighting against them. In many games invisible enemies are just a huge pain to fight. |
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2012-05-07, 07:52 PM | [Ignore Me] #83 | |||
Private
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That's the thing with PS2, we are hoping for the best of the old with some new features. Cloaking was special, certainly one hopes a cloaker is not just an invisible front line soldier. I am suspicious of PS2 not having the subtlety of PS1, of being a space BF3 yet, I'm pulling my cynicism back. The devs should have enough experience of PS1 to see what makes it tick. |
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