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PSU: If cows could fight back, would you still eat bacon?
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2013-05-28, 06:09 AM | [Ignore Me] #76 | ||
Contributor General
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I think the bases are great. I'd rather there were underground levels to fight though but, perhaps there are engine limitations that prevent it as there certainly were at one time.
I'm not so enthralled by the dome. I like the intention but I'd agree that it's not particularly nice and I take other people's point about it probably being a buff for aircraft lol-podders. |
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2013-05-28, 07:11 AM | [Ignore Me] #77 | ||||||
Major
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Major Facilities however need a huge overhaul so they can become more functional FPS arenas and less big empty set-pieces we're expected to fight around.
Both are meant to segregate Air and Infantry Combat, but all raising the flight ceiling would do is give all aircraft a space where they're completely untouchable by ground. At least with the shields their is a limit to Roflpodders Windows of Opportunity, including the increased skill requirement needed to maneuver that low. ...Going to be hilarious to see a RAWKETPODder try to get away, only to snag on the shield emitter and get sent tail spinning into the ground. |
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2013-05-28, 09:33 AM | [Ignore Me] #79 | |||
Contributor General
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No one has commented much on snipers. |
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2013-05-28, 10:21 AM | [Ignore Me] #80 | |||
First Sergeant
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I don't think either taking geometry sub-level or dome shields are the one answer to solving the issue with one brush but each has its niche base implementation. I mean outposts might benefit from the domes however I'd like to see the resources of the engine that these domes "free up/save" be spent on improving the big POI's considerably; apart from it giving something visually different in the contested environment it would escape that cookie-cutter trap the domes could fall into, variety and the spice of life. So yeah I definitely think they need to rethink the use of them on some of the larger bases. |
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2013-05-28, 10:23 AM | [Ignore Me] #81 | ||
Private
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I play infantry almost exclusively, except for my Harasser, and I'm not a fan of the idea of segregating infantry and vehicle combat, in general. We have biolabs, which are great fun and should stay, but we don't need more biolabs.
I also don't like the general attitude of "oh it's like PS1, it must be a good idea!" that I see so often. I'm a PS1 vet, and PS1's gameplay was pretty flawed. For one, combat out in the open was almost nonexistent. Vehicles would zerg from one base to the next, after which they would get out, run inside, and fight the indoor battle. All the open terrain between bases was wasted. There were no epic outdoor battles between bases like with have in PS2. This seems like a return to that style of gameplay. I don't want to lose that to some rose-colored glasses. If we don't want vehicles camping spawnrooms, maybe--this may sound crazy--we should move the spawnrooms indoors so they're not easily campable? |
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2013-05-28, 10:35 AM | [Ignore Me] #82 | |||
if passing the shield interferes with the aircrafts electronics, disabling the weapons for about 4 seconds, the shields may turn out fair for both, ground and air. it will keep the airdiots from playing peekaboo at the top of a domeshield all the time, but they can still fly in if they feel unnoticed, and cause some havoc. my concern was about aircraft peeking in to fire a load of rockets and return to safety before any ground to air missiles have even a chance to get a lock. with an emp effect on the shield, the missiles could get a lock. the aircrafts will back out before the missile can hit, but at least it´s a way to scare the aircraft out, forcing it into another weapon downtime again. and every salve of lolpods will come for the price of several seconds of flak-danger. that would be worth a playtest.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-05-28, 10:55 AM | [Ignore Me] #83 | |||
but the other part of your post has a flaw... in ps1 most of the space between bases may have been a waste of space, but in ps2 there is no space between bases at all. we don´t have any big landscapes between the bases to waste. that´s why this old problem can´t rise again in ps2.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-05-28, 11:06 AM | [Ignore Me] #84 | |||
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2013-05-28, 11:59 AM | [Ignore Me] #85 | ||
Here's one that may have been asked already sorry if I missed it skimming over posts,
say you have the shielded base but no air support at present and a enemy Liberator comes over and drops the end of their belly gun through the shield without exposing the rest of the bird to ground fire. It's going to be very hard to hit the lib in just it's cannon no?
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2013-05-28, 12:07 PM | [Ignore Me] #86 | |||
Lieutenant Colonel
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2013-05-28, 12:38 PM | [Ignore Me] #89 | ||
Lieutenant General
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A very important observation about the Esamir redesigns: outpost walls have no catwalks.
They're just going to provide save approaches if we can't fire down onto approaching enemies from them. Catwalks and stairs should lead up to the top of the walls and merlons and ballustrades should be there on the outside (not on the inside) to provide the necessary cover for defenders, without generating cover for attackers that try to take the wall. Otherwise, jetpacks are going to have it easy as cake. And if there's one thing evil compared to pie, it's cake. A wall you can't man creates no advantage, it creates a blind spot for defenders and boxes the defenders in when the opposition has jetpacks and can come over from any side. |
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