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PSU: Help me! Hamma has enslaved me!
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2012-12-27, 10:49 AM | [Ignore Me] #106 | |||
Contributor Lieutenant Colonel
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The real problem I have though, is that so few played Planetside, real proper Planetside, that the majority of players are satisfied with the game we have now, regardless of it's hollowness and it's lack of long term sustainability. I can't fault them for not knowing better, as most have not played PS1 and as such don't have a yearning for a deep, strategic, tactical game that one can play for years. Last edited by bpostal; 2012-12-27 at 10:51 AM. |
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2012-12-27, 11:22 AM | [Ignore Me] #107 | ||
Private
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This is interesting to me, I play on the Genudine Server and for us it seems to be the opposite during the 2x Exp periods. I'm not sure if people realize that base caps don't offer the double exp bonus or not...but on my server they do...which means people go where the fighting is because it's a farm fest with double exp on everything. If I go and ghost cap I get about 11-12k score per hour if we move quickly enough. Right now I am getting 35k SPH by defending an amp station for the last 4 hours.
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2012-12-27, 11:52 AM | [Ignore Me] #108 | ||
Sergeant
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BTW I don't want the zerg to go away. It is a nice introduction into the game to follow the herd and pickup the complexities of the game mechanics.
A large Zerg is not a bad thing at all. When a Zerg properly meets a Zerg it does result in epic fights. However, permanent Zerg becomes dull and repetitive. And results in stalemates, first world war sausage grinders and stale gameplay. Even the most tactical teams want to zerg at times. But they also want the opportunity to take off the restraining bolts and step it up and go off piste. |
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2012-12-27, 02:23 PM | [Ignore Me] #110 | ||
Contributor Lieutenant Colonel
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A good discussion for http://www.planetside-universe.com/s...=51436&page=22 but I see no reason this game can not support smaller units and promote them by being effective.
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2012-12-27, 03:11 PM | [Ignore Me] #111 | ||
Corporal
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Here are the issues my outfit and myself have seen.
1. Aircraft aren't aircraft. they are flying tanks. Situation as follows. We are a small outfit no more then 10 on at any given time, so we usually do side caps, to help with the larger attacks. We move into say Spec-Ops training camp to retake it. Hit VS, we'll we know toe to toe in close range with VS is going to see us torn up, so we stay back at distance pick them off then move in quick. We move in, set up defense to recap, and here comes the scythes and liberators. as usual. The following tear us up. 1. Liberator. 1. Scythe. They fly in, we all pull our AA weapons, couple duel bursters and within three or four minutes we've scared off the Scythe, Scared off, not destroyed, it returns to its dock repairs and is inbound before we can even dent the Liberator. Not mentioning, one Lib run and we've pretty much been dumped on our heads. a single cloaker comes in for the VS after that, caps the point before we can get back into the area. Repeat this scenario, over and over and over. Currently PS2 isn't about Infantry on a large scale. Its about "I can't win with infantry so I'm going to spam tanks and aircraft because our numbers mean we can." 2. Aircraft aren't used to combat Aircraft, or are rarely used as such. I've seen extremely few set up for Air to Air combat. Every one I've seen are set up for Air to Ground. That tells me there is a problem with Aircraft and equipment. Its far to easy to farm infantry with aircraft. Between Liberators and the ESF's. A single ESF can wreck havoc on any squad with its rockets. Suggestion: Close Air Support needs eyes on the ground to work. implement some system that requires any ESF or Liberator to be in working conjunction with some one on the ground in order to effectively deploy air to ground weapon systems. Make it something more then just a "spot" 3. Defense. It doesn't happen, has no point to happen. Zerg go from Biodome to Tech plant, to Biodome to the Crown on Indar, the other Conts. its just Biodome to Tech Plant to Biodome. No point in grabbing or defending. No front lines. No push and hold. Its rather old, boring at times and frankly getting to the point the fun is gone. Its completely frustrating to try and take and hold an area to have One Liberator come over head so high you can't hit it with rockets or flak and it just bombs your squad to oblivion. And it keeps doing it till you stop spawning there. Doesnt even try to cap the point because they are getting more XP by farming your squad then they would capping the point. Make Front lines, and Defense worth something. Hell we would love to see the ability for an outfit to claim a location as their own, and get Defense bonus to the outfit as well as the faction as a whole by KEEPING that area. More so then just cost to Tanks, Infantry and Air resources. Make it terrain associated or something. Slow the front lines down. Make it more worthwhile. Right now honestly PS2 plays so fast, there is no point in even setting up a strategy or doing anything other then zerging. While I'm at it. Please add some visual indicator to mines when placed, Something on the map, or even on the HUD that will show when your mines are placed and when they go off even if they don't kill. and Increase the amount to be deployed! Mine fields would cause alot of changes and slow down the front lines alot! Thank you. |
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2012-12-27, 03:36 PM | [Ignore Me] #112 | |||
Sergeant Major
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2012-12-27, 03:48 PM | [Ignore Me] #113 | |||
First Sergeant
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Hex system needs a look at or a replacement is needed Bases design and layout needs to be re-evaluated. Way too big, way too open. I'd rather have more of PS1s smaller, condensed bases than the chaos that we have now. Last edited by SturmovikDrakon; 2012-12-27 at 04:12 PM. |
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2012-12-27, 03:50 PM | [Ignore Me] #114 | |||
Second Lieutenant
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Killing 1 sunderer gets you 300. Why would I ever kill the sunderer when I can farm the infantry? If dead infantry XP was based on length of time they were alive (PS1) I wouldn't bother farming, I'd go straight for the sunderer, THEN clean up the infantry. K/D is less important than certs or xp/h Killing a liberator should be worth 1000xp, plus 100 for each guy inside, plus vengeance bonus, plus killstreak stop. Then you'd see some A2A setups. Last edited by StumpyTheOzzie; 2012-12-27 at 03:54 PM. |
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2012-12-27, 08:59 PM | [Ignore Me] #117 | ||
Contributor Major
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Some of us can't fly for shit. Sorry. Some of us don't enjoy being repeatedly victimized by airborne instagib area-effect direct-fire point-and-click, either. I just posted a longish screed on the official forums about it.
Tired of Liberator spam. Tired of grenade spam. Tired of being unable to do anything constructive for longer than two seconds. My beloved Republic persists in its fetish for support -- we still have heals and fixes galore, and small knots of CE's willing to go up with a vehicle or turret under fire.... and it never does any good. Never. Sufficient firepower means tactics are a moot point, even in the interior of a biolab. Whole knots of people patiently kneeling and keeping discipline get wiped out by multiple bouncing grenades and aircraft firing directly through the gate into the interior. Time to kill is meaningless anymore with the proliferation of area-effect instadeath. The skirmish lines that ran across hilltops and combined-arms battles of early release are a pleasant memory. It's taken just a few weeks for everybody to figure out what gets you XP and start doing it. Planetside 2 is cannibalizing itself. It's not a first-person shooter anymore, not even much of a wargame... and won't be until they unfuck it. Rotten base design merely exacerbates all of this. Oh, I can always instantly swap to the winning side if I feel like, but I'm old fashioned enough not to want to. Long story short, I'm throwing in the towel for now. In the midst of this hyperactive fragfest, there's literally nothing for me to do. Nothing at all.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! Last edited by Rivenshield; 2012-12-27 at 09:21 PM. |
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2012-12-27, 09:31 PM | [Ignore Me] #118 | ||
Private
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Alot of very good points made in this thread, I would just encourage everyone not to simply complain. At least contribute something, even if its just a good critique with no solution. That said,
The TTK in this game is just fine. Its really in my opinion one of the best things going in this game. Weapon balance issues aside, everyone goes down in an appropriate manner. At the same time, there is simply not enough cover in this game. Often times you have no choice but to run up a hill or across an exposed area and hope you don't get blown away by the 600 people shooting at you. By the way this problem would still exist even if the TTK was longer. It has to do more with your options for staying alive rather than the fact that your TTK is realistic. I also think this game breeds impatience tactically due to the zerg-centric nature. I can stay alive in hecktic situations for a long time but again, no real cover/options to advance my position in this games current state. I really think a longer TTK would make the game worse as it doesn't address the real problem. You should be worried about getting dropped by a few shots, thus causing to think more soundly and work as a team (there is that medic class you know) but you shouldn't be restricted to 1 or 2 firing positions because relocation almost gaurentees death. Why not give engineers or some class some kind of deployable cover? Or give the sunderer some kind of cover ability that absorbs almost 100% damage (perhaps at the expensive of something like total functionality, and give undeploying a massive cooldown). Those are just off of the top of my head. As it stands this game is really an infiltrators dream. I play that class the most and I find combat most satisfying as that class because you can easily navigate terrain without worrying (in most cases) about being blown away as you are seeking cover again. Also, as many, many people have iterated here, defense in this game is basically meaningless. There should be some kind of passive cert bonus to defending even a desolate base. Bases also need redesign as many have stated here. I consider myself a very forgiving and patient man when it comes to, really anything, but I caved on zerging in this game. There is really no other way to earn certs at a reasonable rate in this game other than dropping at crown and just killing. I think everyone intrinsically realizes this, even if they don't like it at least they are earning certs. That shouldn't be the case. I didnt play PS1 by the way. Cert and exp earnings should be more dynamic. How about exp simply for getting a lock with a grounder? Another thread was complaining about how weak AA is. I beg to differ, very strongly. Simply locking onto an enemy aircraft will send them off mission, and as apparently SOE wished, it works great as a deterrent to air. Certs for that? How about certs for scouting with a ESF? You should basically get certs for any contribution to your faction, no matter how modest. There are many design issues all over, I cant list them all. But this game has a very strong foundation I believe, somehow I am still up late playing this game despite the issues it has, and I will continue to be. But there needs to be tons of tweaking done to pull this game away from zerg fests. Game still feels like a beta unfortunately. Love the game though. Last edited by Velkkonen; 2012-12-27 at 09:38 PM. |
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