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2012-05-18, 12:20 PM | [Ignore Me] #106 | |||
Colonel
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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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2012-05-18, 12:29 PM | [Ignore Me] #108 | |||
Brigadier General
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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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2012-05-18, 12:30 PM | [Ignore Me] #109 | |||
Colonel
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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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2012-05-18, 12:32 PM | [Ignore Me] #110 | |||
Colonel
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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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2012-05-18, 12:33 PM | [Ignore Me] #111 | ||
Brigadier General
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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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2012-05-18, 12:36 PM | [Ignore Me] #112 | ||
Brigadier General
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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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2012-05-18, 12:41 PM | [Ignore Me] #114 | ||
Colonel
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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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2012-05-18, 12:45 PM | [Ignore Me] #116 | ||
Corporal
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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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2012-05-18, 12:45 PM | [Ignore Me] #117 | ||
Brigadier General
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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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2012-05-18, 12:48 PM | [Ignore Me] #118 | ||
Brigadier General
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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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2012-05-18, 12:54 PM | [Ignore Me] #119 | |||
Colonel
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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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2012-05-18, 01:01 PM | [Ignore Me] #120 | |||
Brigadier General
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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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