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2012-05-22, 04:45 PM | [Ignore Me] #1 | ||
Contributor First Sergeant
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It hit me a few minutes ago (then I had to source an appropriate pic, which took an age).
I can guess where PS2 is headed with its squishier tanks, aircraft that are lightly armoured but potent and troops with anti-entrenchment weapons (jetpacks, MAX suits and grenades). Get out your notepads children, its (re)learning time. Blitzkrieg#Methods_of_operations (sadly they ran out of purple ink so it was substituted with brown and black ) Soz for the huge image but I can't find a way to thumbnail the image until clicked. Frankly i'm looking forward to it. Last edited by IMMentat; 2012-05-22 at 04:52 PM. |
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2012-05-22, 05:04 PM | [Ignore Me] #5 | ||
Contributor First Sergeant
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Aye silly spelling mistake (can't edit it out).
TBH I found that the staying power of the vehicles in PS1 tended to force most engagements to within handheld AV range of the nearest spawnpoint wall. Vehicles could ignore incoming fire, killed the perpetrator then retreated to beyond a hill to repair. The biggest threat was running into a minefield mid-run. I would rather be excited and optimistic than bemoan every way PS2 is trying to level out the playing field for the average ground pounder. After all, we are finally getting a new version of the white elephant MMO of the millenium. Last edited by IMMentat; 2012-05-22 at 05:07 PM. |
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2012-05-22, 05:18 PM | [Ignore Me] #7 | ||
First Lieutenant
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It's simple really. The answer is 9.
I believe the idea is that tanks are being geared more towards offensive weapons rather then beat-alls while infantry are more defensive and will hold lines better against tanks and infantry. Where as in PS1, if you weren't in a vehicle, your best bet was to avoid enemy vehicles. I can kind of see where it's going. Tanks were never impervious to infantry shenanigans and typically required infantry support unless it was an actual tank battle. As for the blitzkrieg reference, I have no clue. I'm guessing that by gearing infantry towards a defensive role (being effective against vehicles but absolutely lacking any kind of real mobility), natural battle lines will be drawn and infantry will have to dig in and hold those lines while tanks do what tanks are meant to do, move forward. Last edited by Blackwolf; 2012-05-22 at 05:20 PM. |
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2012-05-22, 05:34 PM | [Ignore Me] #8 | ||
Colonel
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And to further correct as a finn who has been forced to study half a year worth of koinee greek, it would pretty much end up as "heureka" as in the original written form (greek) it was (translittered) ̔eureka, and the " ̔ " in front means it is pronounced as an "h". Buuuuut quite often your common westerner just ignores the extremely inportant spiritus asper from the beginning
Thus, eureka would pretty much be a whole different word.
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Last edited by Coreldan; 2012-05-22 at 05:41 PM. |
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2012-05-22, 05:43 PM | [Ignore Me] #9 | |||
Colonel
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Last edited by Stardouser; 2012-05-22 at 05:45 PM. |
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2012-05-22, 06:31 PM | [Ignore Me] #11 | |||
Master Sergeant
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The only way Infy should be able to get close is via GAL or AMS. The only way a vehicle should be close is if its dropped out of a GAL. Otherwise you lose the travel to the objective, which removes the battles in the field. |
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2012-05-22, 06:35 PM | [Ignore Me] #12 | ||
Colonel
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I'm not sure if those are actually related to pockets and salients! But as for squad spawning, it's a good thing but ONLY if it's squad-LEADER spawning. If it's squad leader only spawning, the squad leader will feel pressure to stay alive, and that means staying back, and letting the members go first. That will have impacts all around, but especially at base assaults, as he will not want to go charging into the base to die and be forced to respawn at a galaxy.
Actually, I think what removes the battles in the field is that the game world is so small there is simply no temporal opportunity to intercept them - when an assault forces rolls out, they will, simply put, reach their objective too quickly, they will be knocking on the amp station door before you can get people in position. Well, Galaxy assaults definitely, ground assaults maybe not. Last edited by Stardouser; 2012-05-22 at 06:36 PM. |
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2012-05-22, 07:23 PM | [Ignore Me] #13 | ||
Brigadier General
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It will be fascinating to see what the balance is like once larger numbers of players start playing in beta. Hopefully people keep an open mind to the change at least enough to try it out and see if it works. It could end up being pretty brilliant.
I don't have any experience with WWIIO, but aside from possibly that, this would be one of the first times that a game has tried out this style of vehicle combat on this scale. And of course, should it not work out that well, they can always fall back on PS1's style, which would stand as the only other tried (and true) vehicle combat model on that scale. |
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2012-05-22, 11:12 PM | [Ignore Me] #15 | ||
Contributor First Sergeant
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As I understand it (from tidbits of info), squad spawning replaces or provides an alternative to the "hart shuttle" functionality of planetside.
Its outdoors only with a longish re-use on a random/selected squad member. A drop-pod thunders down from the sky, slams into the ground and puny trooper number "I'm 86d" runs carefuly from the smoking crater gun ready, only to get quickly taken down by the enemy that watched the whole event from the relative comfort of a chest-high wall/rock/window. MUTE OR VOLUME DOWN BEFORE PLAYING. Not a fab vid but shows how the droppods used to look. Planetside1 HART sequence - wait around in the sanctuary for an automated shuttle to get to the drop-pod interface, select an outdoor area to drop on, click "drop here" then watch the orbital coffin decend onto the landscape. But yes my main point being that co-ordinated combined arms will probably be the key to victory, no more massed air, massed tanks or unsupported troops, ROFLstomping the average defence back into its own base doors. Last edited by IMMentat; 2012-05-22 at 11:28 PM. |
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