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2011-07-20, 02:35 PM | [Ignore Me] #17 | ||
Contributor PlanetSide 2
Game Designer |
HA - close quarters weapon, like a shotgun - high dps, very short range
MA - assault rifles, balanced at all ranges, moderate dps Suppression - something different, like a BFBC2 LMG, though it would need less close-quarters effectiveness. I'd put a grenade launcher in this category of "suppression" - not something you want to use at close range, not something good at long range. |
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2011-07-20, 02:38 PM | [Ignore Me] #18 | ||
Contributor PlanetSide 2
Game Designer |
LMGs have their role, depending on how the game works them. You can give them a setup time / deploy mechanic to reduce close-quarters usage.
Think of the Day of Defeat machineguns...they had to be deployed to be used, but once you did deploy them they were complete pwnface, but they could be flanked and were vulnerable when relocating. Very well balanced in that game. That's also similar to Dawn of War style suppressive weapons. The heavy bolter squad had to deploy and only had a certain fire arc. That's the correct way to do machineguns/suppressive weapons IMO. Give them a deploy time and require stationary location, but then make them terribly effective once they do that. Terrible close-quarters, devastating when set up. Makes snipers & grenades natural counters, as well as flanking attacks, such as by an infiltrator or light assault. Last edited by Malorn; 2011-07-20 at 02:39 PM. |
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2011-07-20, 02:41 PM | [Ignore Me] #19 | |||
Staff Sergeant
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Edit : I also agree on the need to deploy to be effective. Last edited by Ranik Ortega; 2011-07-20 at 02:43 PM. |
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2011-07-20, 02:44 PM | [Ignore Me] #20 | ||
Lieutenant General
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As long as I can have my CQC MCG I'm fine with some version of a "Heavy Cycler", "Heavy Guass", "Heavy Pulsar" suppressing fire as long as it's balanced and fun.
I am against scraping the MCG, JH, and Lasher completely and making them into suppression weapons. Actually, pre-lash nerf the Lasher was practically Special Assault... |
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2011-07-20, 02:49 PM | [Ignore Me] #21 | ||
Contributor PlanetSide 2
Game Designer |
More I think on it the more I think they should just do away with Special assault entirely and replace it with Medium-assault gun attachment grenade launcher/rocket liek the punisher. Basically put pusher style grenade launcher on the empire-specific HA. Advantage is more range on the grenade and quick access. Gives MA some versatility and also prevents grenade spam.
I'd like to see: Sidearms - pistols, etc obviously Heavy Assault - close range high dps (combat shotgun, high damage smg, link gun) Medium Assault - medium range, versatile assault rifles (grenade launcher attachments, etc) Support Assault - medium-long range deployable suppressive machineguns (classic MCG would go here, would need new VS & NC counterparts). Very high damage, very accurate, but stationary and limited fire angle w/ setup time. Used for covering fire and to support an advance/defend a position. Scout Assault - sniper rifles, long range high damage low rof accurate weapons. |
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2011-07-20, 03:02 PM | [Ignore Me] #23 | ||||
Staff Sergeant
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MA+ = extra ammo capacity. In a fire fight the only thing that it would do differently is sustained fire. It has more ammo so it can put more rounds out over time. Maybe it should be HA CQB , HA MA+ , HA SA |
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2011-07-20, 03:31 PM | [Ignore Me] #25 | ||
Staff Sergeant
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Putting the Support assault Deployable LMGish weapons aside for a moment.
Maybe the differentiation between MA and MA+ could occur via the skill tree and attachment system. For example a medium assault player gets x y and z attachments for his gun that have to be paid for with resources like other upgrades. These can be the scopes grenade launchers etc etc But a HA player using an MA rifle has different upgrades. The aforementioned fore grip for reduced recoil if crouching. Extra ammo capacity via larger clips etc etc Basically its *sort* of an LMG as it has higher ammo capacity and the potential for sustained fire. But like many items with attachments or special gear it requires resources and skill development to use. Last edited by Ranik Ortega; 2011-07-20 at 03:32 PM. |
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2011-07-20, 03:54 PM | [Ignore Me] #26 | ||
CQB vs Heavy weapons is the distinction I'm trying to get at.
The heavy stuff is typically not the close quarters gun of choice. They're...heavy... and hard to deal with in tight spaced. They also have range/accuracy and hitting power not necessary up close. A CQB weapon would be more of an SMG, short carbine, combat shotgun. A heavy weapon would be more of an LMG, grenade launcher, what have you. (of course one of my upgrade ideas turns the heavy into a close-quarters weapon...so yeah) Yeah, the LMG concept overlaps with the MA ranges to some extent, but they behave differently and would be available to a different class with less flexibility. The CQB weapon doesn't need to be about POWER if the rest of the cards are dealt properly. Simply stacking HA/MA/sniper as close/med/long ranges is overly simplistic. Especially with a class system where it's likely not as simple as swapping MA for HA when you get close because you'll lose out on the other class roles. Personally, I'm against the deployable idea, and more in favour of large recoil penalties when not crouched...I don't think we're going to see prone in the game to begin with.
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. Last edited by Rbstr; 2011-07-20 at 03:57 PM. |
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2011-07-20, 03:59 PM | [Ignore Me] #29 | |||||
Staff Sergeant
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Anyway what do you guys think of
Last edited by Ranik Ortega; 2011-07-20 at 04:02 PM. |
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2011-07-20, 04:01 PM | [Ignore Me] #30 | ||
Lieutenant General
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That's fine, but there's no need for realism for the sake of realism. There are floating tanks that shoot laser beams for pete's sake. In regards to your quote, I really don't care as long as I can use my MCG in a similar capacity to Planetside.
Last edited by Bags; 2011-07-20 at 04:02 PM. |
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