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PSU: ammo not included
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2012-06-07, 11:22 AM | [Ignore Me] #76 | ||
Second Lieutenant
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We'll see more defined lines and areas of control when the game is in beta. Right now they spawn everybody so close together it becomes like a disorganized game of Battlefield 3. People are just trying to get kills and experience the game, not actually win.
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2012-06-07, 11:25 AM | [Ignore Me] #77 | |||
Corporal
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Trying to take a castle when both sides have even numbers and the defenders respawn closer to the fight wouldn't be fun at all. The god awful base design was what created the never ending stalemates around doors of PS1 bases, and it is one of the things that shouldn't return in PS2. Last edited by Kaw; 2012-06-07 at 11:26 AM. |
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2012-06-07, 11:27 AM | [Ignore Me] #78 | ||
Yeah, none of those structures are worth shit with modern weaponry.
A modern fortified compound might be something like the US's Iraq Embassy: Just some thick concrete buildings and some walls. None of which would stand up to modern military equipment.
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2012-06-07, 11:28 AM | [Ignore Me] #79 | |||
Lieutenant General
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Furthermore, people didn't ask for bases to be completely replaced because they didn't do, they asked for new base designs for increased variety. They also asked for specific improvements regarding corridors (things like doubling the width, not creating lobbies out of each corridor, nor fully open base design). And the aforementioned improvements to fight from indoors to outdoors. Nobody ever asked to completely remove indoor underground combat and replace it with Core Combat/urban style base design: single/triple room small door buildings that can be camped easily from the outside. Urban combat though was requested on a regular basis as an addition, but usualy not in relation to base layout, usualy more as an alternative to completely exposed field combat. What people quit about in relation to choke points, was the effectiveness of AoE weapons, but that had little if nothing to do with the choke point design, but the AoE weapon balance. |
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2012-06-07, 11:32 AM | [Ignore Me] #80 | ||
Second Lieutenant
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Has anyone noticed that military bases aren't the main line of defense in modern military conflicts? The city itself is, because its significantly more practical. Lessened chance of starvation, bombing runs that take out your whole garrison etc. Planetside 2 has no cities though, YET!!! One can hope.
The "bases" were designed as research and production facilities, not fortresses. I wouldn't be against the occasional fortress at all, definitely not, but I take the bases as what they are, a collection of structures each serving and individual purpose. By making multiple capture points they ensure that you have to have complete control of the whole facility, instead of zerging the CC and blocking up the stairwells and corridors with MAXs and AOE. Can't wait for this game, give it to me nao!!! |
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2012-06-07, 11:39 AM | [Ignore Me] #81 | ||
Major
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The way I remember it was 3 months after launch people were bored of the game and calling for new content. SOE rushed out Core Combat which was something no one asked for and we were saying it sucked in the 2 week short beta. So it got released and no one ever went down there as it was too much effort to travel to them places and it just added even more land mass.
So many people I knew quit then because like JTLS for SWG it was make or break for the game. It became clearer and clearer SOE didn't care about Planetside as we had no more content after that and very little in the way of actual major patches. The whole time people were asking for new base and tower designs because the ones we had clearly were broken and weren't fun to fight over. Towers especially were poor design where it just became about camping the doors with vehicles. We didn't get anything really, they scrapped the capital base concepts and they just added shields to a main base in the middle of each island if I remember correctly. The bending and BFRs happened in 2004 and it was like great more stuff we weren't asking for. They changed the look of the map, it looked like someone designed it in MSpaint and replaced one useless island with 4 even more pointless mini ones noone ever went to. BFRs were the things where EVERYONE quit and I mean it killed my Outfit and to that day not a single friend of mine went back to Planetside and neither did I. I mean not only did they look dumb but they were so OP. Those 3 months in 2003 though were amazing and I can't wait to have them back. These new bases are so much better in design and I don't miss a thing from Planetside. |
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2012-06-07, 11:40 AM | [Ignore Me] #82 | ||
Captain
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You couldn't make AoE weapons any less powerful without making them completely useless. The problem wasn't the weapons, it was the dozens of people using them in tightly packed corridors. I'm being antipathetic again, because I disagree with what you're saying.
The bases in the original were designed by people that couldn't fathom how they would play out when you stuck 200 people in them. No one could have reliably guessed how they would have played out in 2003 because there was absolutely nothing to go by. The best parts of Planetside, especially for cloakers, was when battles were going on around and in the courtyard of a base, and the space between the base and tower/AMS. Once you got inside it was simply about slapping on RExo, heavy assault, the odd MAX, and plowing through until you got to the gen/tubes. It was ridiculously bland. Your original post about the thrill of hacking a door as a cloaker, while cool, illustrated how little there was to do as a cloaker in/around the base. If I wanted to hack a door, I'd haul out my MCG, kill the fuck out of everything that moved, hack the door, pull out my decimator and nuke any MAXes that might be standing there. Your cloaker would hack the door, and likely be shot half a second later. Or, if you did make it somewhere, your options were to sit still and provide intelligence, or die horribly to everyone else. Cloakers could sometimes do boomer runs, but most often they occured when the attacking force held all but the lower portions of the base. I don't understand how a crafty player like you can look at these new bases and not be extremely excited by the overwhelming amount of area you will be able to employ your ninja skills. |
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2012-06-07, 11:44 AM | [Ignore Me] #83 | ||
Lieutenant General
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<3 People... PEOPLE.
I simply responded to Aurmanite with the extreme opposite. I've never once stated here we need every base to look like a medeval fortress! READING COMPREHENSION/CONTEXT PLEASE. Now calm down and try to look closely at what I've been saying:
Having some open bases is fine, having all open bases is a zergfest's wet dream. Getting zerged in every base is going to be a nightmare and demoralising for the smaller defensive teams. Don't forget that you run the risk of scaring those people away, too, if numbers, not brain and brawn become too important. |
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2012-06-07, 11:45 AM | [Ignore Me] #84 | ||
Contributor General
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It's very odd that some people seem hate the best game that there has been out there over the last few years. Perhaps they're trying to show some loyalty towards it's replacement, sort of a variation on the Stockhom syndrome.
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2012-06-07, 11:54 AM | [Ignore Me] #85 | |||
First Sergeant
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PS1 base design was a fatal flaw. Overly defensive stance has proven to be a fatal flaw in the end, making people incredibly bored. In the last years, the game revolves around trying to be defending an Interfarm .... On top of that, it wasn't "the best game" I played over the last few years for me. It was one of my prefered game from 2003 to 2007. @Figgy : big difference between PS1 and the open design you see here : PS1 bases had what we internet network guys call Single Point of Failure : 1 gen. 1 CC. 1 spawn room. You lose either of these, you're near the end. It's not the case in the PS1 base we see at E3, making the "campability" of the base rather low. Last edited by Kalbuth; 2012-06-07 at 11:57 AM. |
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2012-06-07, 11:54 AM | [Ignore Me] #86 | ||
Master Sergeant
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All of the arguments made here have some merit to them, but considering the number of people the game is going to support it doesn't surprise me that bases look like they do now. If PS1 bases were bad with 200 people fighting over them, imagine how bad they would be with 400 people, or 600 people, or 1000 people. Yeah I think you know where I'm going with this.
I won't pretend to know what other bases will look like or how they will operate, but it does seem to me that having one central CC to fight over for an entire base wouldn't work very well with 600 people all going there at once. As for the fortress argument, I wouldn't be opposed to having some interesting variations on old fashioned castles in the game here and there Maybe 1 to 3 per continent, in an update. After all many castles went out of fashion because cannons knocked down all of the walls too easily, or shot over them entirely. In PS2 the structures are immortal, so that should count for something. |
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2012-06-07, 12:01 PM | [Ignore Me] #87 | |||||||||
Lieutenant General
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Plasma was too easy to use en mass. That's a problem with the weapon.
PS2 bases aren't perfect either. There's big issues with it because the change has been so radical IMO you get the complete opposite effect where now the attacker >(>>) defender (PS2, depending on base), rather than defender >(>>) attacker (PS1, depending on base). We'll see though. I'd rather see that range of bases go more like this: defender <<(<>)>> attacker. But for the big ones, I'd say defense should be a tad stronger. If they're so important, why wouldn't you defend them properly?
Geez, talk about lacking imagination!
See, 15 seconds is not enough to take someone out and run away if you actually have to cross half a base if not back and forth through a base to lose the people chasing you. It's incredibly fun, but hard enough when you're invisible. I don't need to be a visible easy one shot kill all the time. Neither do I think infils need sniper rifles. That's literally the worst design decision I've seen so far because it just encourages an entirely different form of playing. |
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2012-06-07, 12:06 PM | [Ignore Me] #88 | |||
Major
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I hadn't heard that. I'm not saying your wrong, but for each base to be properly 'unique' would be a hell of alot of work. |
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2012-06-07, 12:20 PM | [Ignore Me] #90 | ||
Captain
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Pretty much everything you mentioned a role you performed in a stealth suit, you could do better and safer in armor. Except maybe the router placement and the CY vehicle jacking. Half of those take place outside of the terrible bases.
After the pistol pass I absolutely merc'd fools as a cloaker. It wasn't my favorite setup, I usually preferred to drive/gun a tank, but I played a bit of everything. In my experience there were 2 types of infiltrators. The ones I killed, and the ones someone else killed. |
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