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2012-06-17, 06:30 AM | [Ignore Me] #121 | ||
Corporal
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Thread is too long, didn't read, but in case it's not already been mentioned; in the day 3 e3 stream they say that light assault probably wont have ammo packs in the final game, it will likely be another class that has them, as it doesnt really suit the light assault style of gameplay.
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2012-06-17, 06:55 AM | [Ignore Me] #122 | ||
Second Lieutenant
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I think we should have customisable inventories like the good old days, or more bullets in the default kit.
If that's not to happen then I think that the Engy is the best choice for ammo carrying, but only as a dispenser mechanic (like TF2 but not so cheezy) If not Engy (because it would be a pretty much "must have" along with the 15 other "must have" items they already have to carry) Then HA is the next most obvious candidate, using a "throw them a mag" style implementation (like Brink) Last edited by StumpyTheOzzie; 2012-06-17 at 06:57 AM. |
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2012-06-17, 09:50 AM | [Ignore Me] #125 | |||
Sergeant
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I don't know why people are against an ammo carrier. The logistics stuff in planetside didn't actually improve gameplay, just made it more tedious. You know who is actually the ammo carrier in Planetside? The hacker. Why? Because he hacked the enemy consoles and you could change gear and get more ammo that way. So why be roundabout when you could just give a guy ammo crates? You'll still need the galaxy as a spawn point, so that's still got its role and the sunderer is still needed to plow into the enemy base (though in reality I can't see it being used much because the lighter transports weren't used much in PS1 either because everyone just brought their own tank or mosquito). Last edited by Deadeye; 2012-06-17 at 09:51 AM. |
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2012-06-17, 10:07 AM | [Ignore Me] #126 | ||
First Lieutenant
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Hrmm... can't say I really mind which class the ammo boxes go to, as all classes will see their fair share of soloists, some more than others.
But I think we're too focused on the negatives to the positives, and taking E3 footage too seriously as a snapshot of how the game will work a year from now with thousands of players. We're also lacking a lot of intel on the classes. An LA with ammo boxes is good in a squad for scouting, flanking, and re-arming allies. They have shorter ranged weaponry, hopefully that means if their perch is outside of a grenade toss in distance, they won't be too much of a threat. They're also very lightly armored. It's not like they can strike with impunity, shoot back for ****s sake. It's also not like your team doesn't have LA that can reach the same position, or air craft that will hunt them down. HA is already the tougher soldier, bringing a lot of firepower to a fight. They lack maneuverability, and will need the aid of medics to keep fighting when they suffer injury. Giving them an ammo pack would improve their allure, as right now MAXes can pretty much cover the exact same role, only deadlier, unless HA already brings something a MAX can't. Engineers do follow the support role very well. It would make sense for them to be the guys that keep the war machine well oiled. The issue might be giving them too much to worry about. If their roles become too overwhelming, people will eventually find the least demanding aspects to use. Medics: I say no to medics because self healing and arming would definitely be too OP. Personally, I prefer if LA did get ammo boxes, or no one at all. |
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2012-06-17, 10:29 AM | [Ignore Me] #127 | ||
First Sergeant
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it is not the only support that he has, he will have smoke grenade for helping HA advance, emp ones(not sure) etc.. Etc... Plus I don't think that a group of la will take the base alone without the other classes firepower, soo I see no problem for him to have a support side.
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2012-06-17, 11:28 AM | [Ignore Me] #128 | ||
Sergeant
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I like the idea that LA should either have a jet pack or ammo pack, not both. That, or LA should be able to drop ammo packs, but not use them at all.
If HA carried ammo, they would be ridiculously OP. |
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2012-06-17, 11:42 AM | [Ignore Me] #129 | |||
First Lieutenant
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What do HA bring to a squad that MAXes don't? Hacking? Medics, engis, LA, and infils can do that too. Don't need an HA hacking when he should be guarding a door, only a MAX is better at guarding said door. Ammo packs on an HA seem OP, since it gives them unlimited ammo (if paced) but they're much softer targets than a MAX. LA however are only really good against foot-mobiles, and have inaccurate weaponry to boot. But they do have the ability to find unique perches. HA are grunts in power armor. Hrm... I take back what I said: HA fit the bill the best. I WANT them to be the lynch pin of everyone's ammo woes. LA will stick within close proximity. MAXes will feed off of them, and HA can keep up their own fire making them a different form of reliable asset to the squad. Last edited by Littleman; 2012-06-17 at 11:43 AM. |
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2012-06-17, 11:44 AM | [Ignore Me] #130 | ||
First Sergeant
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Why not both? their carabine got 10 meters optimal range it is not like they will get to X point unreachable by the others classes and camp there they just don't have the range.
Last edited by Meriv; 2012-06-17 at 11:48 AM. |
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2012-06-17, 12:01 PM | [Ignore Me] #131 | ||
Sergeant
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10 meters = 32ish feet = 3 stories = significant elevation advantage. Couple that with burst fire, and they should have enough accuracy and range to get kills from a hard to reach position. On the E3 footage I saw tons of elevated positions that had plenty of cover that no other class could reach.
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2012-06-17, 12:31 PM | [Ignore Me] #133 | |||
First Sergeant
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I know it is a ENG but the weapon will be still a caribine for the LA.He discharged all his ammunition and he got a single hit.... Soo i think it is not big problem for the rest of the classes to have the LA with ammo supply. http://youtu.be/fLakXgelJGY?t=55m |
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2012-06-17, 12:37 PM | [Ignore Me] #134 | |||
Captain
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2012-06-17, 12:52 PM | [Ignore Me] #135 | ||
Private
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Plenty of equally valid ideas in this thread.
The "resupply/full heal at Sunderers, Galaxys, and base terminals" idea would be a nice change of pace in today's FPSs... although, getting a sunderer inside a base during an assault to act as a resupply seems difficult (but I guess that's the point). If we can't limit it to the above option - my preferred solution would be giving ammo responsibilities to "Medic" and renaming it "Support." I'd suggest giving him the option of heal gun ("overheats" of course) vs. droppable ammo pack (limited of course) vs. a TF2 style "dispenser" that can be customized as all healing, healing-ammo, or all ammo. But have the healing-ammo version give out stuff at slightly less than half the rate of a dedicated one, and the heal gun and ammo pack have slightly less than the "dual dispenser." any glaring problems with that? Last edited by YaJackWagon; 2012-06-17 at 12:53 PM. |
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