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2012-07-03, 04:57 AM | [Ignore Me] #1 | ||
Captain
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After the massive influx of players in PS1 grief points are near impossible to control. I wounder how PS2 will manage this side of the game. GP's need to be in place to stop griefers ect, Or has PS2 got a whole new system?
It seems 90% of people getting high GPs are not Tking people. Hopefully with PS2 combat zones much wider than the stairs and tunnels of bases we wont get this problem. The joy of getting +50 GP for getting ran over by a AMS. I truely hope the Devs put there thinking caps on for this one.
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2012-07-03, 05:00 AM | [Ignore Me] #2 | ||
Lieutenant General
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If you are getting high GP without tking people you are bad and need to learn how to aim. Back when I had SA certed years ago I never went over 100 grief, but most people shoot friendlies.
The system should punish those who shoot friendlies with grenades willy nilly. |
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2012-07-03, 05:05 AM | [Ignore Me] #3 | ||
Master Sergeant
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i have to admit i have never had a problem with the grief system in ps1
imo its a pretty good system because you only get punished for EXCESSIVELY shooting your own team - a few accidental shots wont hurt you but constantly shooting you team WILL hurt i have never been locked but i imagine you need a ton of GP to do so |
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2012-07-03, 05:08 AM | [Ignore Me] #4 | ||
First Sergeant
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Its like it was in the old days when I used to play, player numbers are about the same. Have to aim more than fire now, controlled bursts at close quarter defenses, be careful with your grenades etc.
General tips for all - If your shooting and someone runs into your line of fire, stop! Don't stand there like others do and keep firing, cursing them for the grief. In the least they are your new meat shield. Indeed it becomes a skill to avoid hitting friendlies. Several times on TR base defense I've seen pounder maxes, probably used to less players, lock down and solo think they will hold a corridor, it doesn't work with this big of a playerbase. There'll curse when anyone moves to support but the thing is -they need- the support, or they are dead in seconds. You'll likely get some grief in close quarters but it has always been managable for me. - The OS's though, many times on base defense the enemy will be nuking their own troops , this is something the CR's need to be keeping in check, more so I guess with increased player numbers. Last edited by Karrade; 2012-07-03 at 05:10 AM. |
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2012-07-03, 05:09 AM | [Ignore Me] #5 | |||
Captain
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Or shooting a Deci at a Max and killing it. But the splash damage hit's all other troops around it. Yes my aim is bad...... And if you actually killed things Bags you would understand where i'm coming from.
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Last edited by Pella; 2012-07-03 at 05:12 AM. |
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2012-07-03, 05:12 AM | [Ignore Me] #6 | |||
First Sergeant
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If someone runs in front of you, back off and let them die. If someone is zerging in, wait to fire. Hardest in corridors, and you'll always pick up a bit, but its important at close quarters the enemy picks up ALOT more damage from your shots, otherwise there is no point making them. If one player zergs forward and dies unfortunately from my grenade, I don't mind as long as the 6 enemy I threw it at are really badly off. This is in close quarter combat, very messy stuff. Last edited by Karrade; 2012-07-03 at 05:14 AM. |
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2012-07-03, 05:16 AM | [Ignore Me] #7 | ||
Corporal
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Back in PS1's high pop days, the system worked.
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Soyokaze - dedicated Galaxy pilot, dedicated Xen of Onslaught member, & dedicated Vanu |
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2012-07-03, 05:17 AM | [Ignore Me] #8 | |||
Captain
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You look at most of the good players on TR we all have the same problem im not sure about other empires. But a good idea i suppose would be if your supporting your empire/ Healing / Repairing your GPs go down faster ect.
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Last edited by Pella; 2012-07-03 at 05:21 AM. |
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2012-07-03, 05:22 AM | [Ignore Me] #9 | ||
even with a heavy nights gaming under the belt with plenty of mishaps as you explain people running infront of shots or the max kill gone awry or even a special assault snafu I rarely had to much grief points to worry about, the system in PS1 did indeed seem to work well and you'd have to be actively trying to TK/TA to rack up the required amount for penalties.
I think it worked well at least for me in breeding a bit more shooting caution but in over 9 years off and on I've never been grief locked.
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2012-07-03, 05:25 AM | [Ignore Me] #10 | ||
Contributor General
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I believe Higby said they had thought about it but a ps1 scheme was the best option they'd found.
The only time I've been grief-locked was when I stupidly certed pounder, thumper and drove a prowler in the same day. The issue isn't bad aim but people jumping in front of you to get to the enemy a wee bit sooner. If you've tried TR this is a particular issue with a locked down max, namely it's difficult to shoot because of friendlys moving in front of you. |
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2012-07-03, 06:28 AM | [Ignore Me] #11 | ||
Staff Sergeant
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This is what is in store for us. Enjoy the new era of Planetside. |
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2012-07-03, 06:30 AM | [Ignore Me] #12 | |||
First Sergeant
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Yeah I had posted about this in the last grief thread only I was more vague, there are ways around most systems they could put up to block IP's etc. The only one I can see making a dent (so far) is where you take some of the fire you inflict, so you are dead before you can damage much. |
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2012-07-03, 07:10 AM | [Ignore Me] #15 | ||
Corporal
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This system will not work, because instead of Greifers killing people themselves, all they will do is block legit players, or jump in the way of legit players while they are shooting. causing the legit players to take damage/die while the asshole stands there laughing his head off.
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