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2013-03-02, 10:18 PM | [Ignore Me] #16 | |||
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2013-03-02, 10:26 PM | [Ignore Me] #17 | |||
PSU Admin
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Updated the OP a bit. This is pretty damn epic looking.. this could create some pretty crazy ass fights. |
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2013-03-02, 10:29 PM | [Ignore Me] #18 | ||
Sergeant
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Yea, the mechanics doesn't really change. They've just put in smaller hexes but the adjacency mechanics seems the same. Actually I take that back ... you can't cap Arraya tarre just because you have strong hold
Last edited by WNxThentar; 2013-03-02 at 10:32 PM. |
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2013-03-02, 10:43 PM | [Ignore Me] #19 | ||
Major
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My takes on this pic. 1- Each outpost must be taken in a chain in order to move to the next. I need to see what this looks like in other maps and places before giving a good idea. That area is by road only thanks to those walls. Wonder how it will be on Esamir open ground. 2- Main bases (bio-labs, amp stations, tech plants) require owning the satellites to have access to res flow, base perks, to move further in the chain, and maybe act as influence instead of near outposts. I like this part. It gives small squads things to do that can fuck a day for the enemy. Example- Holding just the satellites at Tawrich can cut it off and deny MBTs to the plants owners. 3- Able to bypass a main base by going around it thanks to satellites. This Im a bit iffy on. I like the choice of being able to send a forward group to attack the next outpost in the chain to hold off a counter attack, but it can make bum rushes to a pesky defensible outpost as a dick move a thing. Need to play with it to see what kind of dick it is. (sounds a bit homo don't it? ) 4- No more cheap and fast cutting off a WG. Love/hate going on with this. Depends on the lattice setup for each maps layout before I can give word. 5- The ability to take a WG!? Isn't the SE WG on Indar in VS hands now? If so then why does TR have that one and why does the VS have the SW WG again while the NC hold the N WG like now? This may be a clue to being able to take what WG we want! There may be more that Im not picking up yet. But those 5 things are what Im seeing so far and it looks kinda like a MMA asskicking. Something to see no matter the outcome. |
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2013-03-02, 11:15 PM | [Ignore Me] #23 | |||
I like it. Almost a bit too predictable though, but then, there's only so much to tell from a picture. |
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2013-03-02, 11:42 PM | [Ignore Me] #25 | ||
Contributor Major
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I'm feeling deeply thankful.
Thank you for this. And don't dissemble and tell me your input wasn't instrumental.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
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2013-03-02, 11:44 PM | [Ignore Me] #26 | |||
.sent via phone.
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2013-03-03, 12:02 AM | [Ignore Me] #27 | |||
Contributor PlanetSide 2
Game Designer |
I don't know / can't say when or if stuff will be out. But couldn't resist the urge to use that response! |
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2013-03-03, 12:10 AM | [Ignore Me] #28 | |||||
What do I think?
Overall it's looks extremely promising.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-03-03 at 12:27 AM. |
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2013-03-03, 12:12 AM | [Ignore Me] #29 | |||
Corporal
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This all seems super awesome.
As far as conquerable warpgates -- that would be really awesome, but my assumption is that they might just be rotating the WGs. |
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2013-03-03, 12:50 AM | [Ignore Me] #30 | ||
Major
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Just by looking at the small picture (no idea about the whole continent), the pathways are bit too limited and constrained. Extra branching would be nice. The battle flow can still be predicted and/or contained but not so much as treading the same repetitive pathways 100 times over and over. Players will tire easily with such severe limitations.
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