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Old 2003-11-07, 03:15 AM   [Ignore Me] #1
Veteran
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Support Personnel: Give 'em some lovin'


I know PlanetSide is a shooter, which of course means guns and killing and hurting and such, but without support personnel to repair your terminals, hack them and keep the generator and spawn afloat, you'll be hurting people with your Suppressor and respawning in sanctuary. Based on that, I'd say support personnel are just as important as grunts, and I think they need to take 'game balance' and skew it a little more in favor of people who are willing to do something that might not be as thrilling as ventilating their enemies for the good of the entire army. As usual, I have suggestions to illuminate this idea:

1: Hackers. When they're not reading up on Better REKS and HAX magazine, they are hacking bases, terminals and vehicles. I'd make any hacked vehicle require no certification to drive and enemy equipment terminals provide enemy MAXs and weapons. Just think how exciting the game would become with such simple changes. I've heard it suggested that this would cause imbalance or abusability, but I challenge anyone to provide a compelling argument to support this.

2: Engineer. These guys keep the generator and spawn tubes running and make sure your tank doesn't die. I'd halve the time it takes to repair a vehicle and MAX armor. What kind of reward involves two units standing like clay targets for 30 seconds while repairing a MAX, or almost a minute for a tank or AMS? It's too long, and chances are the MAX/vehicle will wind up dead in 30 seconds from a Decimator anyhow. People only live so long, why make them wait forever to send a freshly repaired unit back into the fray?

3: Medic. WHOLE LOTTA LOVE FOR THESE GUYS. Sorry for the caps, but if any support class has been shafted, it's the Medic. I'd implement stim packs as well as allow the Medical Applicator to instantly activate implants (even on the user) and let it heal stamina. Some people say medics are fine the way they are, but I just can't agree. Five cert points to be able to ressurect someone? In practice it's just frustration. Even if the guy doesn't spam release when he dies, just how long is it going to take for you to get to him? Then you have to sit there like a clay duck rezzing him, risking your own life, and then he's alive with no armor and minimal stamina. Consider also the time that guys spend waiting to be rezzed, only to say 'screw it' 30 seconds later and hit release. That's almost a whole minute wasted because of the false expectation of being rezzed. Adv. Medic is only viable for people using voicechat, I'd say.

4: Infiltrators. Every base should show security breaches on the world map when hackers are hacking doors/terminals, etc. _except_ when an infiltrator is involved. This would be so easy to implement and would make infiltrators very desirable for sapping bases to break the facility link benefits. Call me a heretic, but I also say make them totally invisible when moving to nullify the <*****> exploit, which is never going to be fixed by its base nature. There are so many ways to detect stealthers, so an exploit that a five-year-old could think up shouldn't be allowed to ruin it. Stealthers also show up like lightbulbs through rifle scopes. Also, add a second pistol slot that can only carry a REK and you have a class that is both balanced and dignified.

5: Troop transport drivers. These guys are willing to give up 3 certs to haul your sorry ass around and what happens? The HART becomes the only vehicle anyone needs. A big part of PlanetSide's appeal (and marketing strategy) is vehicles. ANYTHING that makes them more useful/necessary should be considered. I'd suggest making the HART only drop you around friendly SOIs and giving vehicles better resistance to light arms. As it is, you can shoot a Deliverer to death with an assault rifle in under a minute. That's just wrong. Add a big flat metal landing zone for Galaxies and soon Lodestars, and the vehicle driver will finally be vindicated for his sacrifice.

That's about it. Heavy Assault guys, tankers and Reaver pilots have been yucking it up since launch. I really think it's time to show some love to the behind-the-scenes guys. If anyone thinks PlanetSide is just about killing the enemy, they are missing the thing that keeps a lot of other players interested.

I get the idea that SOE understands the plight of support personnel and will be helping them out soon. If not, I really think they've missed an important avenue of improvement for the game. Time will tell.
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Last edited by Veteran; 2003-11-07 at 02:13 PM.
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Old 2003-11-07, 04:54 AM   [Ignore Me] #2
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For infiltrators, why add a second slot that can only carry a REK? Why not just put a perm. REK into the Infiltarion suit? And I agree with the Adv. Medic plight. Adv. Hackers get so many abilities, Combat Engineers get a neat toy that can create 4 other neat toys. WTF do Adv. Medics get? One added ability, which hardly gets used, as it's sometimes easier and faster to respawn, and most people don't want to wait for an Adv. Med to get to them. they want back in the fight. Give those poor bastards SOMETHING more.
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Old 2003-11-07, 05:50 AM   [Ignore Me] #3
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For the infiltrator bit why not make a cert that takes 2 points and gives your infil suit a built in REK. Im a infiltrator and i would definitley spend the extra points on it just to avoid the incoveinience of opening up my inventory and changing my pistol to a REK
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Old 2003-11-07, 06:33 AM   [Ignore Me] #4
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Make the Inf suit cost 3 certs. Add an extra pistol spot that can only hold support items. Such as the BANK, Med. Applicator, and of course the REK. Hell you could even throw in the command uplink, anything besides a weapon, and I dont see the problem with that.
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Old 2003-11-07, 09:45 AM   [Ignore Me] #5
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Great post Veteran.
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Old 2003-11-07, 10:11 AM   [Ignore Me] #6
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Yes, Advanced Medics do get the shaft! I am an Advanced Medic/Combat Engineer, and out of all the certs I have, Advanced Medic gets used the least.
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Old 2003-11-07, 10:23 AM   [Ignore Me] #7
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Originally Posted by Veteran
4: Infiltrators. Call me a heretic, but I also say make them totally invisible when moving to nullify the <*****> exploit, which is never going to be fixed by its base nature.
I'm often an Infil, except when they have an ILF link, but could you explain this exploit more so I'm not caught on the receiving end of it?

Thanks
~Tide

Last edited by Liquidtide; 2003-11-07 at 11:37 AM.
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Old 2003-11-07, 11:33 AM   [Ignore Me] #8
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Originally Posted by Liquidtide
I'm often an Infil, except when they have an ILF link, but could ou explain this exploit more so I'm not caught on the receiving end of it?

Thanks
~Tide
i do not know the exploit he is talking about either. As for the Adv. Medics. I had the cert for awhile, it'd get used very rarely but my outfit weanted me to have it. I said screw it because half you guys don't wait for me to get there. Dropped and serted to a Prowler. I dunno what they should give us but...something has to be done sometime. IMO.
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Old 2003-11-07, 11:51 AM   [Ignore Me] #9
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i agree with the main thread ideas. and i'll go one step further--give those players who keep the battle going, such as engineers, XP for their efforts!!! i can repair gens, turrets, and tanks all day and get not a darn thing for it. the latest patches have made killing the main focus of the game, yet no one can do anything without the techies...
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Old 2003-11-07, 01:22 PM   [Ignore Me] #10
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I can't discuss exploits on this board, or in private messages. It's against the board's policy and the wrong people might read it and decide to use it.

Suffice it to say it's simple but effective and completely unstoppable because it relies on a hardware exploit, thus my belief that pure invisibility is the best long-term fix.
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Old 2003-11-07, 01:33 PM   [Ignore Me] #11
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Originally Posted by Veteran
I can't discuss exploits on this board, or in private messages. It's against the board's policy and the wrong people might read it and decide to use it.

Suffice it to say it's simple but effective and completely unstoppable because it relies on a hardware exploit, thus my belief that pure invisibility is the best long-term fix.
What he said. I'd also like to add that there are some people who are using the exploit and don't even know it and wouldn't know how to turn it off if they did. I can sympathize with them as it's really not their fault. Different hardware does different things, and are you supposed to pretend you don't see something that you obviously do?

I like the suggestions, although based on the violent opposition that I received for daring to say that we should be able to drive jacked vehicles but the speed caps at 75% and the handling goes down I can't imagine that suggestion will get much love here.

I love the infil ideas, but I'm a tad biased.
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Old 2003-11-07, 01:47 PM   [Ignore Me] #12
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I didn't mean to imply that anyone who didn't figure out that exploit is somehow failing or not being smart. I would never have thought of it either, but someone mentioned it once and it has colored my view of infiltrators ever since (no pun intended).
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Old 2003-11-07, 01:59 PM   [Ignore Me] #13
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Lovin? I want XP, not love.
XP for people spawning at your AMS please !
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Old 2003-11-07, 03:06 PM   [Ignore Me] #14
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1: Hackers. When they're not reading up on Better REKS and HAX magazine, they are hacking bases, terminals and vehicles. I'd make any hacked vehicle require no certification to drive and enemy equipment terminals provide enemy MAXs and weapons. Just think how exciting the game would become with such simple changes. I've heard it suggested that this would cause imbalance or abusability, but I challenge anyone to provide a compelling argument to support this.

No, simple fact is advanced hacking is 5 cert points and already the best support skill in the game, you want to give them the benefit of 24 plus cert points worth of vehicle certs.

2: Engineer. These guys keep the generator and spawn tubes running and make sure your tank doesn't die. I'd halve the time it takes to repair a vehicle and MAX armor. What kind of reward involves two units standing like clay targets for 30 seconds while repairing a MAX, or almost a minute for a tank or AMS? It's too long, and chances are the MAX/vehicle will wind up dead in 30 seconds from a Decimator anyhow. People only live so long, why make them wait forever to send a freshly repaired unit back into the fray?
This one is also a balance issue. To change the repair time for vehicles whould not only make vehicles more imbalanced then they already are versus grunts, but also put defenders at a disadvantage if their enemies storming into a base can repair considerably faster, bottom line if it aint broke dont fix it.

3: Medic. WHOLE LOTTA LOVE FOR THESE GUYS. Sorry for the caps, but if any support class has been shafted, it's the Medic. I'd implement stim packs as well as allow the Medical Applicator to instantly activate implants (even on the user) and let it heal stamina. Some people say medics are fine the way they are, but I just can't agree. Five cert points to be able to ressurect someone? In practice it's just frustration. Even if the guy doesn't spam release when he dies, just how long is it going to take for you to get to him? Then you have to sit there like a clay duck rezzing him, risking your own life, and then he's alive with no armor and minimal stamina. Consider also the time that guys spend waiting to be rezzed, only to say 'screw it' 30 seconds later and hit release. That's almost a whole minute wasted because of the false expectation of being rezzed. Adv. Medic is only viable for people using voicechat, I'd say.

I whould like to see if anything the implant and stamina issues of being a medic fixed, i'm hoping theyll be fixed the same time we get the much proimised stimulant function for our med guns.

4: Infiltrators. Every base should show security breaches on the world map when hackers are hacking doors/terminals, etc. _except_ when an infiltrator is involved. This would be so easy to implement and would make infiltrators very desirable for sapping bases to break the facility link benefits. Call me a heretic, but I also say make them totally invisible when moving to nullify the <*****> exploit, which is never going to be fixed by its base nature. There are so many ways to detect stealthers, so an exploit that a five-year-old could think up shouldn't be allowed to ruin it. Stealthers also show up like lightbulbs through rifle scopes. Also, add a second pistol slot that can only carry a REK and you have a class that is both balanced and dignified.

I dont feel its necissary to change the game in response to an exploit, and exploit will get fixed, also stealthers dont need a lot of help other then relief from the IFB. Face it a stealther is not sposed to be a an end all kill all class, it's 2 cert points, you get what you pay for.

5: Troop transport drivers. These guys are willing to give up 3 certs to haul your sorry ass around and what happens? The HART becomes the only vehicle anyone needs. A big part of PlanetSide's appeal (and marketing strategy) is vehicles. ANYTHING that makes them more useful/necessary should be considered. I'd suggest making the HART only drop you around friendly SOIs and giving vehicles better resistance to light arms. As it is, you can shoot a Deliverer to death with an assault rifle in under a minute. That's just wrong. Add a big flat metal landing zone for Galaxies and soon Lodestars, and the vehicle driver will finally be vindicated for his sacrifice.

I just want the ability to drive transports in reinforced and the hart returned to 10 mins.

Finnaly let me point this out, most people who fill the rolls you point out have some form of support cert to compliment their regular fighting cert, i dont know many people who have just support cers.
Oh before anyone asks heres my certs:
Reinforced
Med Assault
Enforcer
Anti vehicle
Combat Engineering
Advanced Medic
AMS
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Old 2003-11-07, 03:10 PM   [Ignore Me] #15
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XP is not the point of Planetside. You'll find out just how pointless playing for exp is after hitting BR 20.
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