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2012-05-17, 09:04 PM | [Ignore Me] #76 | ||
Simple resolution. Have a way that attackers can disable the jump pads through some kindof hacking or sabotage.
Done.
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2012-05-17, 09:13 PM | [Ignore Me] #77 | |||
Brigadier General
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They would still be vulnerable while in transit. It would mostly be an aesthetic change, with some slight team play encouragement as well. Running in and immediately pressing the interact button should render their use mostly the same as the current design, so the fun factor shouldn't be hurt much. |
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2012-05-17, 09:53 PM | [Ignore Me] #79 | ||
Major
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As people have been saying it would be hard to snipe people in the air its quite the contrary. All you need to do is line yourself up with the jump pad and your certain to get people coming over in a predictable pattern. If you're half decent you'll learn quickly where the head shot will be at the top of the jump.
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2012-05-17, 10:01 PM | [Ignore Me] #81 | |||
Colonel
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Like the functionality. Not completely sold on the implementation.
The difference is the catapults aren't a standard/accepted gaming trope. Last edited by CutterJohn; 2012-05-17 at 10:02 PM. |
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2012-05-17, 10:01 PM | [Ignore Me] #82 | ||
Private
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I think they are awesome. I vote to keep them in! I really don't see it giving an unfair advantage to the defenders,we heard in the video that there are now more capture points in the close proximity of the bases. This is very different than the standard one tower per base planetside 1 set up. Thus, the jump pads will help defenders compensate for attacks that can come from many different angles, not just the backdoor or gated entrances.
I also think it is going to encourage new types of combat not seen in planetside 1. Imagine a galaxy dropping enemy troops on top of one of those outposts, they could secure it and 'jump pad' to the next one. I like that they are trying to spice up the wall combat. Anyway, those are just my thoughts. |
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2012-05-17, 10:28 PM | [Ignore Me] #84 | |||
Brigadier General
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Still, it could certainly be a problem. I'll be interested in seeing it exploited as much as possible to see if any countermeasures need to be put in place, or if snipers are just a balanced part of the risk of speedy travel. |
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2012-05-17, 10:47 PM | [Ignore Me] #85 | |||
Major
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2012-05-17, 11:15 PM | [Ignore Me] #88 | |||
Contributor First Sergeant
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SOE will lock down more and more of the permissions as and when they need it, After all, beta is beta and this is still only Alpha footage. Last edited by IMMentat; 2012-05-17 at 11:32 PM. |
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2012-05-18, 12:15 AM | [Ignore Me] #89 | |||
First Sergeant
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2012-05-18, 12:16 AM | [Ignore Me] #90 | ||
Private
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I sort of touched on this in the other thread discussing the video, not having known this was here. Honestly, I'm not a PS1 vet, and I voted against this.
Now don't get me wrong, I don't think it'll break the game, I don't even think it'll bother me once I start playing, but from where I'm sitting now, in a position where potentially not having it could be an option, I'd prefer not to have it. Why? My issue with it is purely thematic, it just doesn't feel right. I understand these pads are limited in scope, but these weird energy beams and catapult things seem entirely out of place. They would make sense for a Vanu base, where this kind of tech is in their blood, but the other two factions are entirely more mundane with their mechanics. But I also think from a game perspective... would the game be better off without them? Probably not. Like I said before, I'm a gamer, not a developer - I get to ask to have my cake and eat it too - it's their job to try and deliver. |
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