Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Are you local?
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2013-07-27, 11:30 AM | [Ignore Me] #16 | ||
There:
This actually raises a cocern - as a matter of fact it's cheaper to destroy an AMS, rather than than to pull one, resource-wise. Plus I don't think that using a grenade is similar to pulling a vehicle, as was stated in the very Q&A, so I for one don't think that pulling an AT mine should be put into the same basket as pulling a tank. Last edited by NewSith; 2013-07-27 at 11:36 AM. |
|||
|
2013-07-27, 11:30 AM | [Ignore Me] #17 | |||
Second Lieutenant
|
|
|||
|
2013-07-27, 12:06 PM | [Ignore Me] #18 | |||
Contributor Lieutenant Colonel
|
That is to say that either infantry consumables are going to be more expensive or they're going to get a damage nerf. Or possibly vehicles are going to see a explosive resistance buff. Either way we're going to need some retuning. |
|||
|
2013-07-27, 01:59 PM | [Ignore Me] #19 | ||
Contributor PlanetSide 2
Game Designer |
There are many ways it can be cheaper to destroy something than to create it. Heavy assault, a turret, in the case of ESFs , harassers, and flashes small arms can destroy them.
It isn't a zero sum system and it doesn't need to be. |
||
|
2013-07-27, 02:46 PM | [Ignore Me] #20 | |||
PSU Admin
|
Here's a rundown of the interview last night by the way, thanks to tinnedwaffles over on Reddit
__________________
PlanetSide Universe - Administrator / Site Owner - Contact @ PSU Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer Last edited by Hamma; 2013-07-27 at 02:50 PM. |
|||
|
2013-07-27, 03:37 PM | [Ignore Me] #21 | |||
Basically what I'm implying is that vehicles and "consumables" should use different resources, but maybe its just me spoiled by the current system. Last edited by NewSith; 2013-07-27 at 03:41 PM. |
||||
|
2013-07-27, 04:07 PM | [Ignore Me] #22 | ||
Private
|
2 AT Mines can destroyed an unmineguarded party bus, but the only utility the mines have is to destroy something else. The Sunderer has far more uses. Those 2 mines will destroy a single Sunderer if the user's goal is met with them. The Sunderer can spawn virtually infinite troops to a base and provide a mobile resupply station.
It's not a 'this destroys this better than that' type thing. Things are situational. |
||
|
2013-07-27, 06:25 PM | [Ignore Me] #23 | |||
Private
|
Have to say though, the bit about not accruing res while in a vehicle is going to be a massive problem. If it's "vehicle deployed", that really punishes people rolling sundies or engineers who drive. If it's "riding in vehicle" people are just going to have to watch the timer like a hawk and hop out every 5 min. I know for one that I will not be able to afford to pull my sundy for the use of others as a reserve spawn at big fights for 50 min to an hour if it means I'm not going to get any res back during that time! Hell, keeping that thing alive often costs me a few thousand (yes, thousand) res in land-mines to keep harassers from just mowing my spawners for easy xp. Long-story-short, this means that the people collecting res or or defending miners are being quite selfless, as they won't be seeing any of the resources they're collecting. "/re Need DEF on ANT!" "/re NOT GIVING YOU MY RES GETTING KILLS THX LOL" |
|||
|
2013-07-27, 06:26 PM | [Ignore Me] #24 | ||
Sergeant Major
|
I am really not liking this approach. It introduces way too many balance issues, and really doesnt introduce much strategy. Its just going to cause a lot of lolpodders taking down any sunderer they see.
Base specific bonuses are still basically non-existent. Why not just keep the 3 resource system and then make the base specific bonus be available to a corresponding major base type (amps, bios, and techs). voila, you now have unique strategic differences based on base type. If you want to use air, better take and hold the tech plants. If you want infantry resources, hold the bios. So now you can seige but really it doesn't change the fact that attacking base A or attacking base B is no different in the long run. The rewards are still the same - xp. It really feels like they are just trying to cater to the PS1 vets without thinking through the ramifications and satisfying relatively few. New players, forget about trying to figure this out.
__________________
>>Make resources matter!<< Last edited by Rahabib; 2013-07-27 at 06:27 PM. |
||
|
2013-07-27, 07:03 PM | [Ignore Me] #25 | |||
The proposed system:
Last edited by NewSith; 2013-07-27 at 07:04 PM. |
||||
|
2013-07-27, 09:22 PM | [Ignore Me] #26 | |||
Sergeant Major
|
__________________
>>Make resources matter!<< Last edited by Rahabib; 2013-07-27 at 09:24 PM. |
|||
|
2013-07-28, 11:35 AM | [Ignore Me] #27 | ||
Staff Sergeant
|
Apologies if I missed it, but how do attackers fit in with this model? Is it:
Edit: If it's #1, then draining a base out of power affects both sides equally which could just cause fights to stall or stop entirely after a base is empty (and then attackers actually letting defending ANTs through) Last edited by Kail; 2013-07-28 at 11:38 AM. |
||
|
2013-07-28, 05:00 PM | [Ignore Me] #30 | ||
Private
|
How are membership rewards going to be addressed with the revamp?
*The resource boost having been a significant reason to continue paying a subscription for many people thusfar.* BTW: A big thank you to Malorn for answering so many questions on this FNO. Its great to see Devs. taking time to inform their community that way. Last edited by WRAITHRAGE; 2013-07-28 at 05:05 PM. |
||
|
|
Bookmarks |
|
|