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2012-04-03, 07:38 PM | [Ignore Me] #47 | ||
Contributor PlanetSide 2
Game Designer |
The Rexo is a tank yes, but it is a different type of tank from MAX. But if we go back to PS1, MAX and Rexo had a similar role there too, except the MAX had a few advantages, namely vehicle armor, which forced attackers ot use AV weapons which made them vulnerable to the AI weapons of the other infantry supporting the MAX. The MAX's weapon was also better at killing than the Infantry versions.
What we do know is max are also even slower than Rexo just like PS1 with slow turning (PC gamer article mentions infantry running circles around MAX and MAX can't shoot them), and MAX rely on all the other infantry to protect their immediate surroundings, and they have vehicle-class armor. So not only are they healed differently but they take damage differently. I'm not really worried here becuase the Rexo / MAX comparison appears to be roughly the same as it was in PS1, with the MAX having more armor and vulnerable to different weaponry types, which forces the enemy to have to deal with both. Consider two squads - one with a MAX and one without. An enemy squad of lets say Light assault and medics would have a much easier time dealing with the squad without a MAX than the one with because they dont' have effective AV weaponry to use against the MAX. A squad will want both to maximize effectiveness. I expect the MAX will also have better weaponry for the chosen role as compensation for the lack of a shield, the slow mobility and speed. But We should be seeing that next week |
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2012-04-03, 07:59 PM | [Ignore Me] #50 | ||
Contributor PlanetSide 2
Game Designer |
AV options as we know it:
All Classes (except max maybe?) 1) Grenades (everyone gets them, but they have resource cost) 2) C4 (replacement for grenades, don't know if it costs resources) Engineers: 3) AV turret they can build, supposedly very powerful. I presume it can be built indoors and used as anti-max weaponry. 4) Grenade-launcher like attachement for armor piercing rounds 5) Anti-Tank mines (don't know if these will affect MAX) Heavy Assault 6) Rocket Launcher MAX 7) Empire-specific AV weapon (can be equipped on both arms) It looks as though all classes have some capacity to do AV damage with CV / Grenades, but looks like Engies, MAX, and HA are the primary sources of infantry-based AV. Gotta diversify your squads. Last edited by Malorn; 2012-04-03 at 08:01 PM. |
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2012-04-03, 08:05 PM | [Ignore Me] #51 | |||
Private
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2012-04-03, 08:07 PM | [Ignore Me] #52 | ||||
Master Sergeant
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2012-04-03, 08:29 PM | [Ignore Me] #55 | |||
Staff Sergeant
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Edit: And how awesome would it be to plug in two mice so you can aim & fire each arm independently. Ignoring the fact how one moves at the same time becomes a difficult question. Last edited by Kail; 2012-04-03 at 08:31 PM. |
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2012-04-03, 10:33 PM | [Ignore Me] #59 | ||
Second Lieutenant
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After reading the description and the replies in this thread, here are my brief thoughts;
Giving the class both AV and AI abilities is necessary, I think. The lighter classes all have specific roles; intelligence gathering, long range damage projection, high mobility, heals, deployables, etc. Then there's the heavier class, the MAX, that does just one thing (AA, AV, or AI, assuming they're like PS1 MAXes) but it performs that single role better than any other infantry unit. Finally, you have the heavy assault. Like the MAX, it is designed expressly for death and destruction, but it trades exceptional performance in one area for flexibility; the heavy assault is a jack of all [damage dealing] trades, master of none. What the class gains in flexibility for dealing with immediate threats it loses in ability to maximize damage output to specific target types and further, cannot perform at all any of the variety of support roles that the lighter classes perform.
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Last edited by noxious; 2012-04-03 at 10:34 PM. |
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