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PSU: Dude, where's my carbine?
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2012-07-13, 04:48 AM | [Ignore Me] #1 | ||
Sorry for making a separate post about the Enter/Exit mechanic just wanted to say to the dev's one thing I'd not like to see carry over from PS1 is the instant god mode you get while the animation is active.
Can be very frustrating when you catch someone out of their vehicle and start killing them just to have them press G to re-enter. Even though the avatar is still there going through the animation and being riddled with shots you can't hurt them. Many a enemy has escaped their fate this way. p.s. if a Mod doesn't think this deserves it's own spot please kick it over to whichever thread is suitable, just wanted Dev's to see it.
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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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2012-07-13, 04:55 AM | [Ignore Me] #2 | ||
that's why I added a post script
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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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2012-07-13, 04:58 AM | [Ignore Me] #3 | ||
Major
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Perhaps you looked at it in an entirely bizarre way and should think on that in a different style.
It didn't make you invincible, it made you vulnerable, you are just looking at it wrong. In current PS2 style, it's the exact same, only there is no period of vulnerability. No vulnerability you say? Invincible? You're shooting at the wrong target. The vehicle is still susceptible to damage. And that's several seconds the vehicle is not shooting you. In the current PS2 system, they can do the same as you fear, but the time in which they seem "invincible", they will be tracking their turrets toward your head. Really, what you fear is very much an aesthetics than a problem. You see a person, so you shoot at the person, you should have just shot the vehicle with a rocket. In both PS1 and PS2, the moment they hit the enter button they become the vehicle, PS1 just had fancy animations to go with it. In the mean time, look around the idea forums, I made a post on just having nice long boot up and boot down sequences in vehicles, a bit more thought out than Higby mentioned one time, that would cure your aesthetics problem and still keep that vulnerable period when they can't fight back. |
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2012-07-13, 05:18 AM | [Ignore Me] #5 | ||||
Planetside 1s aspect of the delay animation makes it more tactical and you can't just hop in and out with impunity, I just feel that they really cut a corner with making the person entering a vehicle invulnerable to damage even though there are technically outside the vehicle and getting in.
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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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2012-07-13, 11:30 AM | [Ignore Me] #7 | ||
Captain
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Its about that when you instantly exit vehicle you have advantage against enemy who has AV in a hand and shooting tank. So you just pop out kill him and go back inside vehicle. With animation (even when you are invincible during them), enemy has time to react that you exiting so you cant abuse that system.
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2012-07-13, 11:52 AM | [Ignore Me] #8 | ||||
Sergeant Major
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Even if they continue to attack the tank and get killed by you for it, it isn't like they weren't be doing damage, unlike when attacking someone with frames of invulnerability (as opposed to the vehicle itself) which was the concern of the OP. |
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2012-07-13, 12:39 PM | [Ignore Me] #9 | ||||
Captain
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2012-07-13, 12:48 PM | [Ignore Me] #10 | ||
Master Sergeant
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Might be of relevance; The sunderer has a certification for quickly exiting the vehicle, with the first level reducing it to 1.25 seconds (or so).
That being said, exiting vehicles under fire sounds like it might be a risky proposition not for the obvious reason of being shot at, but possible due to not being able to bail out immediately (as a passenger only?) and thus getting blown up El-masse if the driver wanders into a very dangerous situation. So devs might very well be toying with the system currently. Last edited by Kriegson; 2012-07-13 at 12:50 PM. |
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2012-07-13, 01:00 PM | [Ignore Me] #12 | |||
Master Sergeant
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http://wiki.planetside-universe.com/ps/Quick_Exit Also says it's available for "most vehicles" so it might pertain to more than the sundy. |
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2012-07-13, 01:00 PM | [Ignore Me] #13 | ||
Brigadier General
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Yeah. I'm not a big fan of the instantaneous entering and exiting. I think there should be a short period of time before you become active either way. For me, the main reason would be losing out on vehicle kills because the guy instantly jumps out at the last minute. That's why I liked the "bailing mechanism failure" they had for aircraft in PS1.
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2012-07-13, 02:00 PM | [Ignore Me] #15 | |||
Colonel
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1. Why were you so close to the tank that the driver was able to pop out and shoot you, instead of firing from cover, or from a good range? 2. Where was your squad? Also, subject to actually playing it, but it feels like tanks will be nimble and precise enough that, IF they are paying attention, they can back up or zip forward fast to get a firing angle on infantry that close, such that popping out to try and kill someone that way would be far riskier. |
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