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2012-10-26, 04:17 AM | [Ignore Me] #121 | ||
Lieutenant General
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Eh dealing with CE was daily life for a carreer infil. Better know how it works. The T-REK appalled me because it took the challenge out of CE fields and made them work for you. Since there is no limit on how many spits a T-REK could take over, I once controlled around 50 spits on my own, not including the ones I placed...
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2012-10-27, 11:03 PM | [Ignore Me] #122 | ||
Private
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I would want to see limitations. Some options:
They're not very lethal. Only 1 per engineer, working only when said engi is alive, and possibly within a certain distance to the turret. Deployment takes time. Easily visible, either all the time and obtrusively so, or when firing, or once they fire their first shot (in case they're to be usable in ambush at all) Needs resources. Cannot be repaired. Deploying a turret makes engi weaker, employs his main rifle, or otherwise nerfs him. Classes, esp. infiltrators can quickly turn or dispose of them without it automatically alerting everyone to their presence. Does not detect cloak. I stand behind the idea that players should be doing the spotting, shooting, and influencing enemy maneuvers as much as possible, and via line-of-sight as much as possible. The only situations I can imagine wanting to see them in PS2, is as a last resort, when one side is outmatched and needs all the presence and suppression they can, or as a warning system in a lightly guarded area that is not under attack. Ambush is another possibility. People have already made interesting suggestions here and there, to improve the dynamics of those circumstances without including turrets. When it comes to a prepared defense of already guarded, fortified, advantageous positions, it's already a fair challenge and a lot of fun, and very rewarding. Do we really need additional layers of complexity in the dynamics there? Do the bridges and winding paths leading up to the Crown need more autoturrets and mines? Do we want even more guns pointed at the airplane platforms of a biodome? Whether spitfires can be balanced to be fun, fulfilling certain roles without having too much influence in other circumstances, such as hotspots for big battles, seems to me an extremely difficult question. |
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2012-10-29, 11:31 AM | [Ignore Me] #123 | |||||||||||||
Lieutenant General
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You mention The Crown, which mostly is hard to take because you fight to factions at the same time and there's no instant switching like you had with a Gal Drop in PS2. That's a world design issue. Either way, the Crown is not fortified, it sits on high ground. Big difference. Airplane platforms of biodomes (and teleporters) are poorly designed as well because they disconnect with the ground and require massive disconnected leaps into predictable spots held by enemies to reach up there. That is a base design issue. And again, high ground, but no fortifications at all. Beyond that, I'm surprised you didn't actually suggest more important restrictions, like that it would require to be outdoors and not usable indoors, certainly not in or near a spawnroom. And that there'd have to be a density limitation (interference radius). It's also funny that you haven't considered the actual fortification context: walls. Have you noticed how easy it is to bypass these fortifications in this game thanks to something called a jetpack and thus how easy it is to flank you? A density limitation is much more important than a numerical limitation. Last edited by Figment; 2012-10-29 at 11:33 AM. |
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2012-10-29, 01:25 PM | [Ignore Me] #124 | |||||
Private
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Hi Figment, thanks for your reply. This will be my only response, unless you accept that you did not read or interpret my post very well at all. You owe me an apology.
These are clearly listed as options. Not all of them are necessary. Not all of them are good. They indicate my preferences, and then only in theory. If you want to talk rules and demands, talk to the devs. They are the ones who take ultimate responsibility for pressing the sharp point of their rules and demands into your tender heart.
And no, I won't play PS1 just to enjoy the original spitfire experience, much less to try and understand your personal tastes.
You do contribute some interesting things though... I like the point you made about resources not being much of a limitation in the game so far. I've had the same experience. I would take into consideration what you said about "density limitation is much more important than a numerical limitation." When I said "already guarded, fortified, advantageous positions" I meant "already guarded/fortified/advantageous positions" Thanks for pointing out my error.
If YOU don't like something in YOUR life, walk away. Otherwise, you'll end up taking it out on people like me, who just want to have a good discussion about possibilities for making a great game even better. You're pushing away decent, if less knowledgeable, people (and you're not helping PS2 either). That's my layman opinion on what just happened there and why you should care. edit: Grammar and spelling Last edited by Arashmickey; 2012-10-29 at 01:28 PM. |
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2012-10-30, 06:11 AM | [Ignore Me] #125 | |||||||||
Lieutenant General
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When the permanent infil is introduced - and apparently it will - you will see a lot more cloaked players. These must be kept in check in part by evaluating the risk of an attack, by slowing them down and by giving away their position. Otherwise they will go on a rampage of ganking loners and unaware. In the amount of cover of these courtyards, hiding is relatively easy and avoiding line of sight is as well. You have so much ground to cover with defenses, one temporary simply won't be enough.
Last edited by Figment; 2012-10-30 at 06:15 AM. |
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2012-10-30, 06:39 AM | [Ignore Me] #126 | |||||||
Private
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Can't add much more that isn't probably already said. Hope spitfire gets in Last edited by Arashmickey; 2012-10-30 at 06:42 AM. |
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2012-10-30, 10:40 AM | [Ignore Me] #127 | ||
Lieutenant General
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You may want to read up on these certifications from PlanetSide 1:
http://wiki.planetsidesyndicate.com/...at_Engineering http://wiki.planetsidesyndicate.com/...ruction_Engine http://wiki.planetsidesyndicate.com/...on_Engineering Of course, we had a different type of certification tree then. Not everyone would have access to them simply because you had to make a choice in support tools, vehicles, suits and weapons for use in both one life, but also any life (unlike now, where you only pick your tools for use in one life and are allowed access to everything to pick from). Using the inventory system, this is how you'd use this stuff (note that TRAPs and Aegis turrets were restricted to ground placement only shortly after this video must have been made): This is what two Fortification Engineer would be capable of (only the line of mines and TRAPs south of the base): And then spend 11 more motion sensors and 10 more Spitfire Turrets elsewhere. With a range of 50m and an interference range of 25 meters (spacing of turrets had to be at least 25 meters in a globe around it), you needed to place them properly to do damage. Five mines is about sufficient to stop one tank, so a line of tanks facing the above setup would have it relatively easy storming through, especially if they had a Sunderer with EMP blast (destroys all mines within 30m and deactivates all Spitfire turrets) among them. Of course, EMPs are another thing. We presume one has plenty of EMP grenades to disable vehicles, mines and other CE (6 to 9 would be good). In PS2 of course, you can only have up to 3 right now and it's quite the investment. Last edited by Figment; 2012-10-30 at 10:52 AM. |
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2012-11-07, 09:43 AM | [Ignore Me] #129 | ||
Sergeant
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I always liked the Spitfires! Does it slow down play in some cases? Yes, but it allows for more defense. Helps the small teams bolster defenses options and at the same time makes people think twice before just running around a corner without checking it first.
Setup a motion sensor next to a spitfire guarding a sunderer you give options against cloaker. I enjoyed being an engineer in PS1. PS2 engineer lacks the options the PS1 engineer had. Last edited by Storn; 2012-11-07 at 12:47 PM. |
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2012-11-07, 12:53 PM | [Ignore Me] #130 | ||
Lieutenant General
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I've been trying mines in PS2 tonight. On a road that was roughly 10 meters wide, the mine didn't even go off when the Magriders moved half to one meter away from it... It made four passes along it and it just wouldn't go off.
Infuriating. If I had had 15 mines, I might have hit and killed at least some of the many Mags that moved over that road, but instead, you get one shot after you keep trying to lure them over it in desperation, since you're out of ammo that can damage them... |
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2012-11-07, 06:04 PM | [Ignore Me] #131 | ||
Private
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I agree with what many have said.
I loved being and Engie in PS1 i can see on the map where the enemy is going next in PS1 i would lay defenses now you see a load of tanks mags incomming you just watch as they take over in seconds. I like the FPS but also the tactical side as well , also you dont hav ethe disadvantage of always fighting against the people with the best rigs giving slight advantage or in the case of PS2 people who buy the best guns. BTW not having a go at them people good luck to them just saying I think it needs more balance. |
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2012-11-07, 06:57 PM | [Ignore Me] #132 | ||
Staff Sergeant
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Just saying, since the Miscellaneous Planetside 2 forum in the official forums got shut down, I tried starting a new thread, summing up this one, in the General Discussion forums. It kind of died right away, and although I tried resurrecting it today, it was ignored again. It's also called Spitfires, if anybody wants to comment on it, feel free.
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2012-11-07, 09:52 PM | [Ignore Me] #133 | ||
Staff Sergeant
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Well, there's some good news right here. Someone named Hyllan on the official forums posted in the Lasher thread, talking about the Lancer, and gave us this lovely little screenshot of some of the game files:
You can see one of the files there is the Engineer Ability 01: AI Turret. This pretty much confirms that the devs are at least thinking about adding spitfires at some point, which is nice. The Bro-Gun looks pretty cool too. |
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2012-11-17, 04:14 PM | [Ignore Me] #134 | |||
Sergeant Major
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Most important tools for defense: 1) PS1 CE 2) AMS cloak We have none of that. |
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2012-11-17, 04:21 PM | [Ignore Me] #135 | |||
Sergeant Major
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You were present: ergo, the effectiveness of your CE was multiplied. |
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