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2012-06-08, 04:00 AM | [Ignore Me] #77 | ||
Second Lieutenant
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I say it doesn't matter how you spin it, theorize or math-up... 2% is 2%, and there's no telling what pople will do on the maps in game... 'cause fact is, most of the map IS playable area... it's not "out of bounds" territory, there are no invisible walls. So if you want to zerg in the middle and not utlize the whole map, that's up to you... but the winner will use all of the map to their advatage. Rush to the middle for a cluster askdjfh, must be the dumbest tactic a faction acn go with imo....
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2012-06-08, 04:54 AM | [Ignore Me] #78 | |||
Private
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I remember one of the team members saying they'd prefer you have to sneak through populated areas instead of doing the old "evade in a big circle around all the combat" tactic. I'm not 100% sure on this tho. |
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2012-06-08, 05:00 AM | [Ignore Me] #80 | ||
Colonel
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Been actually wondering about the map for a while.. why exactly is there that fairly large areas on the outskirts that at least have no hexes? Can you still enter them or does the out of bounds hit as soon as u cross the last hex?
Would be cool to at least be able to see the sea.
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2012-06-08, 05:05 AM | [Ignore Me] #81 | ||
Staff Sergeant
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Good stuff.
That means they should be big enough to act as massive staging areas, and we'll still get spectacles like this...
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2012-06-08, 05:31 AM | [Ignore Me] #82 | |||
Second Lieutenant
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2012-06-08, 05:46 AM | [Ignore Me] #83 | |||
Second Lieutenant
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2012-06-08, 05:58 AM | [Ignore Me] #84 | |||
Captain
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What you're thinking of is when he asked "why so close to the coast?" and the answer was they didn't want people flying far out over the ocean to avoid patrols and whatnot. It doesn't mean you have to stay near contestable areas, it just means you can't go out to international waters to bet on a monkey knife fight. Last edited by Dagron; 2012-06-08 at 07:39 AM. |
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2012-06-08, 07:58 AM | [Ignore Me] #85 | |||
Staff Sergeant
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We'll have to see how things play out in beta, but I do have a bit of a worry myself at how much epic co-ordination will be possible with the new continent/WG structure.
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2012-06-08, 08:51 AM | [Ignore Me] #86 | |||
Private
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2012-06-08, 11:41 AM | [Ignore Me] #89 | |||
Brigadier General
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2012-06-08, 11:56 AM | [Ignore Me] #90 | ||
Brigadier General
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Wow. Then Indar is actually even bigger than I was guessing.
Here's a new comparison I made based on the 2x bigger warp gate info. He did say it's "about" 2x bigger, so don't take this scale as definitive either, but considering that this is coming from the mouth of a dev who actually worked on both games, I think we can consider this scale comparison as being as close to accurate as we're going to get unless we see an official comparison released by the devs: This means that purely on size alone, Indar is more than double the size of Cyssor, with Indar coming in at 64 square kilometers, and Cyssor coming in at approximately 25 square kilometers. Also, as always, don't forget that there is more contestable land on Indar. Cyssor has a lot of waterways, as well as that big useless mountain in the middle. Indar has a few corners that seem to be unused, but beyond that it's all being hand crafted to be fought over. Additionally, Indar has more capturable terrain locations than Cyssor. Remember that while you could capture a tower in Planetside, it provided no territory control, as can be seen in the fact that you didn't need to capture all towers to get a continent lock. Cyssor had a total of 17 bases that could be captured. Indar has 70+ hex areas that can be captured. Towers are bigger in PS2, and they can spawn vehicles. Tower fights will probably be a lot more like base fights were in the first game. So in raw scale, Indar is around 2x larger than Cyssor. In terms of playable game space/contestable territory capture points, Indar is around 4x larger than Cyssor. Let's average it out and say that the practical scale increase is about 3x more effective playable area than Cyssor. 3x more playable space multiplied by 3 continents = 9 continents worth of space at launch. Planetside 1 could hold 3600 to 4500 people on 9 continents (4000 to 5000 on all 10 continents), while Planetside 2 will be able to hold 6000 players on 3 continents (assuming they hit their 2000 people per continent goal). The biggest difference is that instead of 10 separate continents, we have multiple continents slammed up against each other. Instead of getting kicked off a continent, we will get kicked off of a portion of a continent. Kicking one empire off of a continent will still be possible, but it will be the equivalent of kicking them off of one of their home continents. Taking control of an entire continent will be the equivalent of keeping both enemy empires off of a single one of each of their home continents. So it will be a different dynamic than we are used to from the first Planetside, but not smaller. Last edited by Xyntech; 2012-06-08 at 12:15 PM. |
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