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PSU: Formerly Hamma's Love Shack
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2011-09-16, 10:23 AM | [Ignore Me] #106 | |||
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or done the same thing on oshur when the NC hold it,you know the TR are coming, its just a matter of when. I estimate i spent 25% of my playing experience waiting in ambush for ppl in situations just like you bring up and i always ran in outfit platoons and we ran full toons every day for 7 years or so,its the best fighting you can find most days. Thanks to Napalm and Matt for taking the time to do all this,and thx for asking the hotdrop question Last edited by SgtMAD; 2011-09-16 at 10:35 AM. |
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2011-09-16, 10:41 AM | [Ignore Me] #107 | |||
General
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2011-09-16, 11:11 AM | [Ignore Me] #108 | ||||
Contributor Major
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I like vehicles that require good coordination to be effective, and I like how that demand for higher degrees of participation (and staffing, if you will) provides a good balance point in exchange for high durability. Less than high durability, and, I would think, you start losing the right "feel" for a tank. And a one-man high durability vehicle with optional gunner seat (which makes me think like the prowler's 3rd seat) means you can run alone with 80% of a 2-man vehicle's effectiveness. Does that balance out? My gut says no, but I'm willing to wait and see before I bitch. The logic does make sense, though. I cert the vehicle, I spend training time and resources on pimping it out, why should a random teammate get the gun? I'd rather see the gun and wheel separated, but have neither require the cert so long as one person in the vehicle is certed for it. That way, if you want to gun, you can pull your tank and climb in the gunner's seat and find a driver.
However, in PS1, trying to convince people to do the boring waiting around was like pulling teeth. I had been pushing for some reward system mechanics to help incentivize players to be more receptive to it since late beta. As you say, though, the mission system provides a good opportunity to do this, as well. I agree about successful ambushes and entrenched positions being the best fighting you can find. However, it shouldn't require full outfit platoons with lots of dedication and discipline to achieve. I want to bring this kind of excitement to the masses, and I think some thoughtful and clever game design can do it. |
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2011-09-16, 12:26 PM | [Ignore Me] #110 | ||
I'd also like to apologize for butchering some of the questions.
There was a question on customization that probably didn't get answered the way it should have. The CE/base defense thing... probably a couple others. Overall, I think the interview went really well. We got a lot of good, new information, and have plenty of fodder for further questions on the twitter Q&A today. Good times. |
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2011-09-16, 12:32 PM | [Ignore Me] #111 | |||
Which further leads me to believe that shields will vary by class in general. Maybe the heavy assault carries a larger/heavier generator for their shield than light assault, medic, or engineer. And a MAX shield should be pretty epic. And I imagine that health will vary by class as well. That could leave medics "healing" MAXes for example even though the health points they're replacing represent armor plating rather than flesh and blood. OTOH, classes may have different damage-reduction-style armor under the shield... so MAX wearers will take less health damage than other classes from a given attack. Time Will Tell. EAGER to get into beta. |
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2011-09-16, 12:47 PM | [Ignore Me] #112 | |||
Contributor Major
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I'm still listening on and off; I love "I'm trying to remember what the default helmet for the TR MAX is like..." |
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2011-09-16, 12:54 PM | [Ignore Me] #114 | ||||||||||
And transportation. We need to ask if there will be "matrixing panels" in PS2, and what spawn locations will be available when you're dead/deconstructed.
Huh? They'll have health kits like everyone else, if that's what you mean. We need to ask about MAXes resupplying their allies.
The auto-mission system can certainly compensate for that.
Hot drop from all air: yes
I imagine something like a warehouse with several large aisles running its length, but you can still take frequent side paths between the aisles.
With the default helmet. I suspect helmet appearance may be more than cosmetic. We'll see. And IDukeNukem1 Still discussing what dead folks leave behind. There's a salvage bullet point later that this could combine with. Work In Progress. Mostly. Classes are nailed down. We know of: Infiltrator Light Assault Heavy Assault Medic Engineer MAX AV may be a separate class, may not. Ditto for sniper. Lots of potential grenade types on the drawing board. Not a certainty. And that's it for my feedback. THANK YOU for typing all this up. |
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2011-09-16, 01:10 PM | [Ignore Me] #115 | |||
Private
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2011-09-16, 01:31 PM | [Ignore Me] #116 | |||
It may also be that all drivers will get *A* gun (like the mag-rider), but not *THE* gun. Not enough detail yet. Last edited by NapalmEnima; 2011-09-16 at 01:49 PM. |
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2011-09-16, 02:05 PM | [Ignore Me] #119 | ||
i hope WIP means that some of this stuff is still subject to massive change.
planetside 1`s concept of multiplayer tanks was great and i would not like to see this go overboard. it added a lot to the coop feeling! but there is a lot of great stuff also. the sunderer sounds badass and the galaxy spawnship as well. |
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