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PSU: Vanu do it for the Tentacles.
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2012-08-11, 08:04 PM | [Ignore Me] #17 | ||
Private
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Don't be so quick to judge. What I've heard from the devs so far imply they know full well what made PS a legend and why no true MMOFPS has been released since then. And that is the massive scale warfare. There will likely be smaller scale maps for squad and platoon level e-Sports, but in the end this will just boost the popularity of the primary game = a win win.
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2012-08-11, 08:07 PM | [Ignore Me] #18 | ||
First Sergeant
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Popularity itself is a meaningless metric. If its populated with people that don't give a shit about PlanetSide 2 the epic MMOFPS, then we become worse off due to the dilution of the spirit of the game. Non-players will only see PS2 through the lense of fauxhack game announcer dude, instead of cool, community-made videos of community-made battles
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2012-08-11, 08:37 PM | [Ignore Me] #19 | ||
Major
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I don't expect battles in PlanetSide 2 to often exceed the epic battles we saw in PlanetSide 1 due to the hex system that should, in theory, disperse the 2000 players over multiple territories. However, the capacity is there for a gigantic battle and it's most likely to happen around the final territories.
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2012-08-11, 09:25 PM | [Ignore Me] #20 | |||
Private
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2012-08-12, 12:45 AM | [Ignore Me] #21 | |||
CEO Sony Online
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2012-08-12, 02:22 AM | [Ignore Me] #23 | ||
Staff Sergeant
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I'm actually wondering precisely the opposite. Even with 600-something to a team, what incentive is there to guard a base that's not seeing any action at the moment? Will there be a lot of instances where a platoon that decides to attack an out of the way base finds it completely undefended? I hope not but I don't see where you could give motivation to guard every hex of your territory.
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2012-08-12, 04:18 AM | [Ignore Me] #24 | |||
Sergeant
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So, for instance, cap time could be: 5 mins in a hex adjoining your faction territory 10 mins in a hex 2 hexes away from your controlled territory 20 mins in a hex 3 hexes away, etc. If there is an alarm triggered when someone initiates a cap sequence, then it gives the defender time to respond and neutralize the capper. The "depth defence" theory also encourages factions to try and keep an even frontline. If your borders are very jagged, it will give the enemy plenty of opportunity to do deep strikes in your territory. |
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2012-08-12, 05:26 AM | [Ignore Me] #26 | ||
Staff Sergeant
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The problem is that they don't have a lattice system, if you watch the streams you can see the entire map changes hands every 20 minutes. If anyone can cap anything than what's the point of having amp stations and tech plants? It doesn't look like you are even at a disadvantage for not having a tech plant because a single burster max can nuke any aircraft in the game and even a main battle tank will lose 1/3rd of it's health to the battle rank 1, uncerted , dumbfire rocket launcher.
What I'm saying is, we are looking at a very, very early beta. I think 2 or 3 months from now we will see something really interesting, but right now it looks like they still have to get the netcode and the bones of the game finished before they can even begin to work on balance and nail down exactly how the map can be captured, |
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2012-08-12, 10:18 AM | [Ignore Me] #27 | |||
Private
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2012-08-12, 06:11 PM | [Ignore Me] #30 | ||
Private
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The OP mentions 1000 people standing on the walls of a fort defending it etc.. sort of like in Planetside 1. However what is preventing people from just running all over a base without proper walls or other defenses stopping them, from the footage I have seen so far there seems to be a noticeable lack of walls or other defenses that prevent people from running all over the place.
Hopefully Smed is still reading this thread and could give us some insight, or any of the other people in this thread of course |
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