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PSU: If we run you over, it wasn't our falt
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2012-05-18, 05:44 AM | [Ignore Me] #94 | ||
Lieutenant General
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I noticed a lot of the bases do not have the walls interconnect.
How do you feel about not being able to walk over high ground from one side to the other? Possibly this is one of the reasons they done that: you can have jump pads instead (yet this of course limits the high ground areas near openings to the courtyard). |
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2012-05-18, 06:12 AM | [Ignore Me] #95 | ||
Corporal
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I've not chosen a option on the poll because yes/no polls are useless.
The discussion needs to be broader than the thrustpads. It needs to be about facility defense and capture, because that is the reasoning behind their inclusion. Due to the size and capture method of facilities, infantry movement is very important. I feel that because of this set up, the idea of enclosed facility walls (ala PS1) would slow the game down more than the developers are interested in. So, in lieu of wall structures, they need to add a means to travel around the defensive battlements in a rapid fashion. Two options seem to be popular at the moment; -Thrustpads -Teleport pads The only alternative is that one of the classes is designed to be the facility battlement defender and they can travel quickly, but others can't. Even though this is alpha, I feel development is way to far down the line to look at that. So, the two options we have. Thrustpads and Teleport pads. While I am a little unsure about thrustpads, I am so incrediably against Teleport pads, I can't even begin to understand why Planetside veterans would ever consider them to be a good idea. Here are the negatives of teleport pads being used as a defensive battlement navigation device. a) When attacking defenders, they would slip away in an instant, recover, then return. Attackers wont have that luxury, and being blunt, it's fucking cheap to escape death via a teleport that the attacker can't quickly chase you down through. b) Sniper fodder. This may seem to counter the above, but please bear with me. Snipers will camp and instantly kill people that appear at a teleport pad. Once sniper teams are in place, we'll have tactless camp spots for free kills, rendering battlements useless. Now, I know those reasons kinda counter eachother, but they actually show how badly teleport pads would negatively affect the game. First, being anything but a sniper to deal with battlement defense is pointless. Second, why bother defending the battlements if you're going to be instagibbed upon portally between battlements. At least with thrust pads, the attackers can track-fire to kill a defender, forcing a more skillful type of sniping, as well as allowing other assault classes to participate. However, I suspect the jump-path and the landing point will be fixed, meaning that sniper camping is still a risk, but that risk would be at three points per battlement instead of a potential 1. Personally, I would just prefer fixed platforms between each battlement. Platforms don't need walls. Last edited by Straws; 2012-05-18 at 09:12 AM. |
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2012-05-18, 09:49 AM | [Ignore Me] #96 | ||
Don't see an issue. The pads take away from the drudgery of having to run up and down the stairs all day to repair turrets, revive troops, setup additional defenses. Plus they look fun as hell.
Teleport pads would be annoying because troops would all of the sudden appear and disappear into thin air. With the thrust pads you can see the enemy coming and going and predict shots where they will land. I actually really liked playing in the caves of PS1 just for this reason. Picking off troops as they moved around the vertical world of the caverns was fun. Last edited by TheRagingGerbil; 2012-05-18 at 09:52 AM. |
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2012-05-18, 09:58 AM | [Ignore Me] #97 | ||
Lieutenant Colonel
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Its definitely new, and different. Even thought there are SOME parallels to PS1 systems.
I think, as long as we do not see them as an addition used to remove choke points, because choke points are necessary, then they are fine. However I do worry about some superman tactics that may come from them, like jumping up to air vehicles to attach [s]Boomers[/s] C4 to it mid air, or flying MAX units... |
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2012-05-18, 10:02 AM | [Ignore Me] #98 | |||
Colonel
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And also, the ability to pick people off as they use the pads for travel is a negative for the people using them, not a positive. |
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2012-05-18, 10:07 AM | [Ignore Me] #99 | ||
I voted no.
I think they're arcade-like and not needed in Planetside 2. I can understand a need for things such as jump pads, but surely some other mechanic can be in place. Such as the old Core Combat teleport pads. I know I know. "CORE COMBAT!!!! HOW DARE YOU SPEAK THAT WHICH SHALL NOT BE SPOKEN!" But I think that all the enemy needs is a few snipers outside the base picking off the jumpers. You'll grind any sort of base defense to a halt quickly. With the teleport pads you can encase the pads in a temporary shield that would allow the player to at least have a chance at defense. With jump pads you don't really have a chance.
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Commanding Officer To the next idiot who says the PS2 Devs do not listen: See this Thread |
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2012-05-18, 10:53 AM | [Ignore Me] #101 | |||
just wrote the same thing in another thread. i guess this is the better thread for this: please give us sabotage options for the pads! a cloaker and or engineer should be able to turn off the pads, or turn them around to screw up their aim and make them launch the players to their doom in wrong directions, or with double power, resulting in a far throw that also inflicts a lot falling damage. just give the pad a very subtle status-indicator! you need to be able to actually check if the pad is hacked without killing yourself! but it must not be a bright light punching everybody in the face. you need to look closely and if you don´t you run to your doom without warning.
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2012-05-18, 11:48 AM | [Ignore Me] #104 | ||
Jump Pads are great in very fast paced games such as Unreal Tournament, Quake, Nexuiz, etc. This is because Jump Pads work as a method to quickly move across the map or reach certain advantage points. These games aren't about team work, regardless if you are on a team or not. They are lone wolf style games where one person can completely decimate a match without any team work involved. Planetside had everyone healing you, repairing your armor, covering your back, and generally looking out for you as well as their own personal objectives. Having Jump Pads in Planetside merely work to divide you from your squad, shifting your focus from teamwork to getting that next defense kill by hopping to another wall.
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2012-05-18, 12:16 PM | [Ignore Me] #105 | |||
Brigadier General
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Also, it doesn't kill teamwork (I freaking hate that argument being used for everything). While the scale of UT and Quake needed lone wolves to move quickly, the scale of Planetside 2 needs whole teams to move quickly. We've all heard calls over Broadcast calling for reinforcements by the back door, or the west gate, etc. THAT IS TEAMWORK. |
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