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Old 2011-11-02, 03:20 PM   [Ignore Me] #91
Xyntech
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Re: Bailing mechanics


Originally Posted by Bags View Post
Just give bailers a very slow parachute and be done with it.
Maybe a much slower falling version of the energy ball thing from PS1?

As long as Galaxies still hotdrop quickly. Maybe the galaxy hotdroppers could call even faster than they did in PS1, like faster than terminal velocity, but still landing without a scratch. No way you wouldn't prefer to Gal drop into a dangerous situation if you had super fast drops out of galaxies and super slow drops out of air cav.

Originally Posted by dm Akolyte View Post
Let other aircav splatter them against their windshield in mid air.
ALL OF MY MONEY!

Also, they so need to have infantry die in one shot to vehicles ramming them at full speed. Even ATV's. It's just too fun and would fit right in with the faster TTK and game pace.

Last edited by Xyntech; 2011-11-02 at 03:22 PM.
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Old 2011-11-02, 03:31 PM   [Ignore Me] #92
TRex
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Re: Bailing mechanics


Originally Posted by Xyntech View Post
Also, they so need to have infantry die in one shot to vehicles ramming them at full speed. Even ATV's. It's just too fun and would fit right in with the faster TTK and game pace.
lolz, bring back the Magmower , the original pounder , and fuck it, lets have surge back too. Happy days
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Old 2011-11-02, 03:32 PM   [Ignore Me] #93
Draep
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Re: Bailing mechanics


Originally Posted by Xyntech View Post
What if bailing kicked you out in a random ballistic trajectory away from your aicraft instead of dropping you straight down? That way you wouldn't be able to choose your exact landing spot, but it wouldn't really be a direct nerf either since you would still be able to press eject and immediately leave your craft.
Yes yes, i believe this solves the problem best.
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Old 2011-11-02, 03:42 PM   [Ignore Me] #94
Xyntech
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Re: Bailing mechanics


Originally Posted by TRex View Post
lolz, bring back the Magmower , the original pounder , and fuck it, lets have surge back too. Happy days
Yay Magmower! Come on, who doesn't want to splat some people with that new "fastest MBT" Prowler as well? As for the Vanguard, fuck em. They'll still crush a few skulls and I'm sure that their armor and firepower will more than make up for it.

I never understood why it was so bad that the Magmower could run someone over in one hit, but it was perfectly fine for the Vanguards main cannon to one shot someone.

Surge should be somewhere between original PS1 surge and modern PS1 surge. Don't make it so that you have to put away your gun to use surge, just make it so that you can't fire, or at least that your accuracy is completely worthless (like a cone of fire the size of your entire screen) while surging. Improved netcode should make surge a much harder thing to abuse and as long as the guy surging has to slow down for a moment to shoot accurately, it should be fine.

I say, bring it all back if it can be worked back into the game with any level of balance!

Last edited by Xyntech; 2011-11-02 at 03:43 PM.
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Old 2011-11-02, 04:36 PM   [Ignore Me] #95
FastAndFree
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Re: Bailing mechanics


Originally Posted by Bags View Post
I don't see why air cav can't immediately open fire on you.
Because instead of appearing right next to a ground vehicle the attacker was alredy shooting at, the bailing pilot drops to the ground, possibly several hundred meters.

If so, the winning party can't simply turn towards them to acquire line of fire, because it is impossible to tilt your nose so far down. He has to circle down, which not only takes time but makes him more exposed to enemy fire

Originally Posted by dm Akolyte View Post
Let other aircav splatter them against their windshield in mid air.
Haha I like the sound of that. *SPLAT*
The Scythe is especially well designed for that, actually. Well it wouldn't make a SPLAT sound though
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Last edited by FastAndFree; 2011-11-02 at 04:43 PM.
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Old 2011-11-02, 08:24 PM   [Ignore Me] #96
Talek Krell
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Re: Bailing mechanics


Originally Posted by Xyntech View Post
I never understood why it was so bad that the Magmower could run someone over in one hit, but it was perfectly fine for the Vanguards main cannon to one shot someone.
I wouldn't really know, but assuming that getting hit by vehicles hasn't changed much it's probably the hit detection. I'm sure we've all had those instances where you crossed a courtyard and got to a stairwell only to be rubberbanded back into the middle of the court so that you could be hit by a tank.

Who would then bitch at you like it was your fault.
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Old 2011-11-02, 08:31 PM   [Ignore Me] #97
Xyntech
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Re: Bailing mechanics


Right, I always forget about how awful PS1 hit detection could be. That's almost a guarantee that we will get infantry mowing back in PS2. That along with them trying to appeal a little bit more to mainstream gamers.

"DOOD, wtf? Why din't that dude die when I hit him? This game sucks!"

I guess the other big thing was grief and like you say, friendlies bitching at you if you ran them over, but just watch where you are driving when there are allies near by, god damn it. If your allies aren't warping in front of you due to latency, there is no excuse.

Yes, improved netcode will solve everything.
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Old 2011-11-02, 09:18 PM   [Ignore Me] #98
CutterJohn
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Re: Bailing mechanics


Originally Posted by Bags View Post
Just give bailers a very slow parachute and be done with it.
This is my preference as well. I don't care that its possible. I care that its an instant and effective method of removing oneself from the sights of other aircraft or AA. Simple solution then making it so it doesn't remove you from the sights of other aircraft and AA.
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Old 2011-11-02, 09:34 PM   [Ignore Me] #99
Xyntech
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Re: Bailing mechanics


A slow fall would bring it more in line with bailing out of a ground vehicle, as far as balance goes.
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Old 2011-11-03, 06:45 AM   [Ignore Me] #100
Traak
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Re: Bailing mechanics


Eliminate bailing from planes, period.

Being hit by a tank should result in being run over and killed.

Being rammed into by someone running should knock you on your butt and cause some health degradation, especially if you are a MAX.

Being rammed by a tank while in another vehicle should make it so the tank crushes your vehicle, and immobilizes it.

Hitting someone with an ATV should knock the driver off the ATV in addition to damaging the driver and, to a greater extent, the pedestrian.

Tanks should be able to be dropped, if they can be carried, on anything. Roof, wall, tower, whatever, and park, and be used for a turret. Same with any vehicle.

MAX's should be nearly unstoppable killing machines that are lethal against any infantry. AAmaxes that do less harm than a knife in the same time are idiotic. If you put your face in front of a dual-40mm Bofors in the real world, would your time to death be slower than if someone was knifing you repeatedly?

If people don't like MAX's being overpowered, they can always suit up themselves. Making any infantry capable of easily taking down a MAX is only artificial ego-feeding.

MAX armor wearers should be able to leave their armor, repair it, then get back in. It IS armor, after all, not an implant.

Planes should be able to do any maneuver a real plane can. Have a ten-mile flight ceiling, and be increasingly faster as altitude increases, so there is a bonafide air game, not just sissies picking on infantry from their flying Mechs.

Planes should be capable of very high speeds, 500 km/h, and leave a very loud signature, just like real planes.

Planes should also have some decent mass, so the maneuvers have to be thought out well.

OOps, sunset here in Thailand, gotta go soak it in.
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Last edited by Traak; 2011-11-03 at 06:53 AM.
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Old 2011-11-03, 07:19 AM   [Ignore Me] #101
TRex
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Re: Bailing mechanics


Originally Posted by Xyntech View Post

I never understood why it was so bad that the Magmower could run someone over in one hit, but it was perfectly fine for the Vanguards main cannon to one shot someone.
like all 3 of my (tongue in cheek btw for any nerd-ragers out there ) suggestions , it was the netcode and hitdetection , plus everyone's connection were probably somewhere between a 56k and broadband (if you were v lucky in 2003/4) that probably magnified them to theri excesses in their day.
Magmowing was the funniest thing ever IF you weren't on recieving end. One guy in one hit ? It wasn't called the mower for nothing lol , you could be 10/20 feet away and still be mowed if cshd thought differently. It was like death race 2000.
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Old 2011-11-03, 08:12 AM   [Ignore Me] #102
FastAndFree
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Re: Bailing mechanics


Originally Posted by Traak View Post
If people don't like MAX's being overpowered, they can always suit up themselves.
That is a downward spiral, and if you want to know what it would look like you just need to recall the release state of the BFRs. That sure was fun, wasn't it?
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Old 2011-11-03, 08:46 AM   [Ignore Me] #103
Traak
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Re: Bailing mechanics


Originally Posted by FastAndFree View Post
That is a downward spiral, and if you want to know what it would look like you just need to recall the release state of the BFRs. That sure was fun, wasn't it?
Actually, my point was that this is what happened with planes in PS1.
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Old 2011-11-03, 09:38 AM   [Ignore Me] #104
FastAndFree
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Re: Bailing mechanics


Originally Posted by Traak View Post
Actually, my point was that this is what happened with planes in PS1.
Uhm, back to bailing?

I hate it, rabble rabble
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Last edited by FastAndFree; 2011-11-03 at 09:40 AM.
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Old 2011-11-03, 12:25 PM   [Ignore Me] #105
Metalsheep
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Re: Bailing mechanics


Originally Posted by Xyntech View Post
I never understood why it was so bad that the Magmower could run someone over in one hit, but it was perfectly fine for the Vanguards main cannon to one shot someone.
Because the Magrider can strafe, stop in a decent period, and turn easily in place or in large circles. You could drive your mag into a group of infantry, kill one or two, then strafe left, right, or in circles and just destroy whole groups of players simply because of your maneuverability. I think since the magrider floats, it shouldn't even hurt infantry if they duck under it
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