Originally Posted by NewSith
[LIST=1][*]Lack of Early Warning System. You can't tell if the hex is hacked or SCU is down at some distant base/hex just by looking at the map. I always disliked claims that PS2 must be PS1, but that's a feature which is key and is missing. The absence of this very thing is the main reason behind people wanting adjacency hex rule (AHR) so badly, not "ages of backhacking", despite the standing belief.
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EWS is an issue, for the lack of. Remember this isn't a polished build yet, so many things will get implemented, eventually.
Originally Posted by NewSith
[*]Outpost Capture Times. Second problem comes along with the first one hand to hand. 40 seconds capture time on outposts. 1 tick is 2 seconds. Even if you had the ability to tell that an outpost is under attack, you would never have enough time to respond.
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I agree the time to take a CP should be longer, at least 25%-50% long timer.
Originally Posted by NewSith
[*]Adjacent Hex Rule. There's a Malorn's post on the official forums describing perfect AHR, that even I, standing opposing to adjacency rule, agree with. But for some reason devs decided to implement it their way, which (considering the lack of the 2 items, I already mentioned) is not working any single bit.
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Implementation of the AHR is still a test, while many have found it a nice additional concept. There are exploitable tactics that can make an entire series of hexes collapse like domino's. Without an EWS system or physical eyes on the ground, players won't know whats happening until they're back at their WG.
Originally Posted by NewSith
[*]Vehicle Repair Delay. Repairing is only possible after self-repairs kicks in. I don't know if it's a bug or a feature, but it is definitely a stupid way to deal with endless Galaxy repairs.
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Sounds like a bug. If it's not they should replace it, engineer teams keeping a MSP up can be a decided factor to a successful assault or failure.
Originally Posted by NewSith
[*]Paperthin Secondary Objectives. Same thing about it being a bug or a feature, but I don't see logic behind spawn control unit not being able to take more punishment than a steady spawnpoint, as, say Gal. While terminals are actualy more resiliant.
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Generators need to be stronger, they also need to be labelled more clearly (GEN with some AlphaNumerical attachment). As well spam an ALERT to all friendlies in the area when it's being damaged. Over head of reticle, ALERT GEN A1 - Zurvan under attack!
Originally Posted by NewSith
[*]Locked AA. Easy as that - a naked character (a newly created one) has NO counters against manned aircraft. The closest AA he can get is 10k Auraxium Skyguard Cannon for Lightning (which is sheep right now, because of its crazy recoil).
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I'm fine with that, even without this being a realism sim or close to it. As well to be expected your gonna die, no matter how much you duck dive or dodge.
Originally Posted by NewSith
[*]MAXes. Okay, this one is delicate. We all know there're 2 camps of people - OP group and UP group. I take the third one. I ask - Do we REALLY need MAXes in a game with such kind of pacing? But even if they are in the game, the class definitely needs to be treated as a vehicle, not as a class in its full right.
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Should have some sort of limitation. 50 resources every spawn (with a reduced timer cert)
Originally Posted by NewSith
[*]"We Like BF, But We Fear PS1 Vets" Approach. My perfect example is flares. 1 minute timer on these. Seriously, one minute timer. I know it was done because of how Stinger is useless against jets in Battlefield 3, but this doesn't mean you should implement a feature that you tune to be useless.
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I have no trouble knocking out air with stingers. Just cause you lock on.. doesn't mean fire ASAP. Operate in teams, target the same flier, one fires the missile.. pilots flares.. then the second guy shoots, you've reloaded and get tone an shoot as well.
I'm not sure what the actual timer on flares is set too, but 15-20seconds between flares would be quite acceptable. Can't knock out a flyer with an AA locked missile in 20sec flare intervals. You're doing it wrong.
Originally Posted by NewSith
[*]The Crown. I have mixed feelings about this one. On one hand - it helps filter out players that don't really care about strategical depth of PlanetSide 2 and come there just to pewpew. Plus going into meatgrind from time to time really helps to relax. 64p Operation Metro is a map necessary for BF3. On the other hand, though, - it draws ALL action to the center, while far reaches are just left there to be ghosted back and forth all the time.
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Let the twitch junkies fight over the zerg areas. I like the Crown as it is, sometimes it's fun to just, as you said chill out an get into a meatgrinder firefight.
Originally Posted by NewSith
[*]Vehicles Being Treated as Consumables. In short - you can't reequip your vehicles, and the whole vehicular gameplay feels very different from PS1.
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They feel quite fine to me, in fact aside from the lack of traction control with ground vehicles.. the improved flyer physics are great!
Originally Posted by NewSith
Absence of VR Basically you buy Auraxium stuff based on people's feedback. I don't really think that's the way to go, especially considering the Auraxium income rates and the fact that you can spend real money on these. This includes both infantry weapons and vehicle weapons.
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There should be a VR test facility, to allow players to test anything before buying it.
Originally Posted by NewSith
In conclusion, I would like to add that I really dislike how devs always go critical and do unnecessarily drastic changes to everything, people whine about. AA was whined about, it got nerfed to crap. People disliked stacking Sunderer reapairs, they removed repairs as a whole. People raged about Galaxies being endlessly repaired, they put a delay on repairing. I forsee Liberator going to the dustbin in the next patch if it goes on that way...
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Overlapping repairs was an issue. Stacking Sunderer's made a near unkillable wrecking ball center point, only way to kill them was a liberator run. If the enemy had a proper air screen/interceptor cover, it would be next to impossible. Especially if they add MSP system option to the Sunderer's list of equipment options.
Did they fully remove the repair system?