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View Poll Results: Do you want Jump Pads (as seen)?
Yes 105 56.45%
No 81 43.55%
Voters: 186. You may not vote on this poll

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Old 2012-05-18, 12:20 PM   [Ignore Me] #106
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by Raymac View Post
The logic still works for Planetside and it is because of the scale. The size of the maps in UT, or Quake are not even close to the size of the bases in Planetside 2. So in PS2, you will need to move even greater distances, and unless you want the game to turn into a jogging simulator, these thrustpads are needed.

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.
It destroys Planetside's scale. When you have big maps that are reduced like this, there is no point. When you can move your forces this quickly, it makes the need to deploy strategically meaningless. A lot of people outside the PS1 vet community are hoping this game enhances strategic play and this is two steps forward, one step back in that respect.

And, this is just Alpha, and only a fight near a base. If they are doing this to speed up combat at bases, what manner of combat acceleration will we see away from bases? Hopefully it's just squad spawning and Galaxy deployment...those are good.
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Old 2012-05-18, 12:24 PM   [Ignore Me] #107
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Re: Thrustpad [Jump Pad] Poll


Given the sheer size of the bases I could see how useful to defense they would be I still think they should have some sorta cool down to prevent spamming between area's.
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Old 2012-05-18, 12:29 PM   [Ignore Me] #108
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by Stardouser View Post
It destroys Planetside's scale. When you have big maps that are reduced like this, there is no point. When you can move your forces this quickly, it makes the need to deploy strategically meaningless. A lot of people outside the PS1 vet community are hoping this game enhances strategic play and this is two steps forward, one step back in that respect.

And, this is just Alpha, and only a fight near a base. If they are doing this to speed up combat at bases, what manner of combat acceleration will we see away from bases? Hopefully it's just squad spawning and Galaxy deployment...those are good.
Dude, it doesn't destroy the scale at all. You make it sound like these Thrustpads are located everywhere and infantry can fly from anywhere to anywhere. Clearly that's not the case. It seems to mainly be from one wall bastion to another. That's it.

Just watch the flyover TB does at the end of the video, and then shut the hell up that a couple of thrustpads are going to "destroy Planetside's scale".
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Old 2012-05-18, 12:30 PM   [Ignore Me] #109
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by Jennyboo View Post
Given the sheer size of the bases I could see how useful to defense they would be I still think they should have some sorta cool down to prevent spamming between area's.
The fact that something is useful does not by itself make it needed. I mean, if we could all Apparate like in Harry Potter from any point in the game and then reappear at any point in the game, I can see how that would be useful, too.

And I'm not directing this comment at you, but you reminded me of one of the SOE devs who pulled the "useful" card in IRC chat.

Anything that increases your power or utility is useful to you but that doesn't make it fun for the game.
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Old 2012-05-18, 12:32 PM   [Ignore Me] #110
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by Raymac View Post
Dude, it doesn't destroy the scale at all. You make it sound like these Thrustpads are located everywhere and infantry can fly from anywhere to anywhere. Clearly that's not the case. It seems to mainly be from one wall bastion to another. That's it.

Just watch the flyover TB does at the end of the video, and then shut the hell up that a couple of thrustpads are going to "destroy Planetside's scale".
It does as far as the bases go. You're of course entitled to your opinion.

But as I said, what else is there going to be outside of bases that we haven't been made aware of?
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Old 2012-05-18, 12:33 PM   [Ignore Me] #111
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by WildVS View Post
Not true. If you notice at one point he leaves bases in a Mag and approaches a remote tower and there is a jump pad there as well. Who knows where else they are.
Yeah, that was 1, and it was even pointed directly into a post which didn't make sense to me. Did you watch the rest of the video? Did you see them littered around the base? No. That's because they are not everywhere.
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Old 2012-05-18, 12:36 PM   [Ignore Me] #112
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by Stardouser View Post
It does as far as the bases go. You're of course entitled to your opinion.

But as I said, what else is there going to be outside of bases that we haven't been made aware of?
No it doesn't for the bases either. Why? Because of what is in between the thrustpads. Also because of what is inside the courtyard of the bases. I know you didn't play Planetside, so you have no concept of the tactics around taking a base's courtyard, but just running around the outside wall is not going to do it, especially in Planetside 2 when there is much more cover in the courtyards.
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Old 2012-05-18, 12:37 PM   [Ignore Me] #113
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by WildVS View Post
I like it. Nothing like 20 guys standing in line waiting on timer so I can farm em with my Scythe.
More like a player cool down (ie if you use one you can't use it again for 15sec or something :P) Not the pad itself
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Old 2012-05-18, 12:41 PM   [Ignore Me] #114
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by WildVS View Post
Wouldn't that kinda defeat there intended purpose to speed up game movement around a large base?
Not necessarily. the people who are claiming that they can't play Engineer to repair turrets without jump pads should be the first to admit that they don't need to be able to hop around like rabbits in order to get that job done.
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Old 2012-05-18, 12:44 PM   [Ignore Me] #115
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by WildVS View Post
Wouldn't that kinda defeat there intended purpose to speed up game movement around a large base?
It would prevent people from abusing the pads (ie to run away) All will be revealed during some solid beta testing But I can foresee people abusing them.
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Old 2012-05-18, 12:45 PM   [Ignore Me] #116
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Re: Thrustpad [Jump Pad] Poll


I still think some implementation of a static version of this (as in they are point to point and not multi directional) that i put in the other thread could work well in planetside 2 instead of the jump pads.


Its basically a more visually intense version of the cave ziplines.

They would need a charge up period to activate and so couldnt be used as a cheap escape. Players could be semi ghost like as they are flung across in pieces and take reduced damage from snipers, they just need something to reduce enemies camping on one end.

I also think that in a big defense there should be enough players to defend all walls and this would mostly be used for a force too small to cover all sides that needs to make up for it wih mobility. So maybe some kind of big recharging pool of energy could be used collectively to power them so that they become far less effcient in a bigger fight as the power reserve becomes drained from constant use and more people will opt for hoofing it.

What do people think?
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Old 2012-05-18, 12:45 PM   [Ignore Me] #117
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by WildVS View Post
Wouldn't that kinda defeat there intended purpose to speed up game movement around a large base?
And to add to what Stardouser said, I wouldn't want to see people playing peek-a-boo with the Thrustpads. That's one of the reasons I'm not a fan of teleport pads. A small personal cooldown might not be a bad idea. Having a cooldown for the pad itself might be problematic because we've all seen what can happen when you are standing in line for a vehicle terminal in an active battle.
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Old 2012-05-18, 12:48 PM   [Ignore Me] #118
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by WildVS View Post
I just think these things are going to be far more prevalent throughout the game than just, what 4 towers around bases? No way they create the design for such limited use.
So you are basically complaining about a problem that doesn't exist yet? I think there is enough to debate what we know without making things up. Let's try to avoid dragging the devs through the mud and then complainign about them being dirty.
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Old 2012-05-18, 12:54 PM   [Ignore Me] #119
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by Raymac View Post
And to add to what Stardouser said, I wouldn't want to see people playing peek-a-boo with the Thrustpads. That's one of the reasons I'm not a fan of teleport pads. A small personal cooldown might not be a bad idea. Having a cooldown for the pad itself might be problematic because we've all seen what can happen when you are standing in line for a vehicle terminal in an active battle.
Actually, see...I do accept the idea of engineers needing this. I do understand how not everyone wants to pull the suck duty of repairing turrets.

But how do you prevent peek-a-boo with Thrustpads? Actually, I am quite happy that you mentioned this, we should have gotten to this issue before. I mean, I think they are silly in general but if I put that aside, peek-a-boo with the pads is one way to escape from enemy infantry and perhaps even vehicles; and only if you've got certain weapons deployed can you kill jumpers. Personally I think it's going to be quite difficult to use snipers to shoot jumpers unless you can find a sniping position where jumpers will come at you head-on, I think it will be more likely that you need to get an AA cannon deployed in the right place.

A personal cooldown is one way. And not just a personal cooldown per pad, but a personal cooldown for all pads, ie, you have to wait 15 seconds between jumps, period. That's fine for engineers, but people using the jump pads to evade dying will only get one jump and then a 15 second wait.

And having reached that conclusion though, a cooldown between reuses would keep people from playing peek-a-boo with teleport pads too.

Last edited by Stardouser; 2012-05-18 at 12:57 PM.
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Old 2012-05-18, 01:01 PM   [Ignore Me] #120
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Re: Thrustpad [Jump Pad] Poll


Originally Posted by Stardouser View Post
Actually, see...I do accept the idea of engineers needing this. I do understand how not everyone wants to pull the suck duty of repairing turrets.

But how do you prevent peek-a-boo with Thrustpads? Actually, I am quite happy that you mentioned this, we should have gotten to this issue before. I mean, I think they are silly in general but if I put that aside, peek-a-boo with the pads is one way to escape from enemy infantry and perhaps even vehicles; and only if you've got certain weapons deployed can you kill jumpers. Personally I think it's going to be quite difficult to use snipers to shoot jumpers unless you can find a sniping position where jumpers will come at you head-on, I think it will be more likely that you need to get an AA cannon deployed in the right place.
You underestimate the skills of snipers. While headon will be easier, if you give a sniper a known trajectory and a known speed, they could take the jumpers out easy like Lindsey Lohan.

Also, peek-a-boo can happen unless there is a cooldown, but at least the jumper is still in view as opposed to teleports which makes the thrustpads a better solution. Peek-a-boo may just be part of the game since we already see it in games with people doing it around corners and other cover. We'll see if they add a cooldown or not.
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