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2013-02-17, 08:46 PM | [Ignore Me] #1 | ||
Sergeant Major
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...from Planetside 1?
I was just looking at some old Planetside 1 gameplay vids, and while I am sure the gameplay was awesome, I must say I would've expected better graphics from a game released in 2003. That being said, what do you miss from Planetside 1 the most that isn't in Planetside 2? |
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2013-02-17, 09:09 PM | [Ignore Me] #3 | ||
Captain
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The Phantasm, classic cloaking, a reason to take bases besides XP, a higher TTK so a smaller squad could take on bigger groups and have a better chance of survival and not get wooped by zerglings. It really had a lot more depth to it.
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2013-02-17, 09:49 PM | [Ignore Me] #4 | ||
Buggies, the larger amount of empire-specificity.
Certainly not the mechanics.
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2013-02-17, 10:00 PM | [Ignore Me] #5 | ||
Major
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Yeah the empires felt more different in terms of weapons I liked that.
I also miss the Sanctuaries, and how you had real continent conquest going on. And about the higher TTK yeah. Standard Heavy Assault in that game felt like a MAX in this game. So the medic was actually useful for something besides reviving the dead. And a group working together could survive, and hold off many times their number rather than dying to one grenade. It was also fun how your role was more defined. It originally took 24 hours to respec your character. So you had to choose what you wanted to do. Focus on Infantry with a well rounded HA character. Or focus on being an Infiltrator. Or maybe a vehicle driver/engineer. You couldn't just run to a terminal an swap roles any time you wanted. It made it deeper, and required more planning/teamwork. |
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2013-02-17, 10:59 PM | [Ignore Me] #8 | ||
Major
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From PlanetSide 1, what I miss the most is...
The maps. PlanetSide 2's levels are very cluttered and hilly, and you can't go for very long without bumping into something (be it a steep hill or object). Maybe this is just nostalgia kicking in, but it is a trend I notice with more modern games. Of course, the main reason PS1's maps were so barren was mostly due to that player's machines couldn't handle it if it were as cluttery or had nearly as high a geometry scale as PS2. If I'll give that Tribes: Ascend game any credit, it handled the hardware scale compared to T2 and T1 very well and kept it mostly on the same level of "big", at least between bases. Of course, it only did this because skiing. Last edited by AThreatToYou; 2013-02-17 at 11:01 PM. |
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2013-02-18, 12:20 AM | [Ignore Me] #9 | |||
Major
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Have you fought much in the SW region of Indar? That's the most enjoyable place in the game to fight to me. Seems like the hills help provide some cover for Infantry without restricting where they can move so much. It's what Amerish should have been to me. It's like if I want to run or drive straight to any facility I easily can but there is still enough hills/trees to provide a little cover too. Where as on Amerish you either have to stay on the roads or you better just fly. Impassable cliffs everywhere. And then places like northern Indar/Esamir are just too open providing zero cover. |
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2013-02-18, 06:23 AM | [Ignore Me] #11 | ||
Major
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Proper cloaking no sniper class bullcrap. Dedicated driver gunner in mbts the bigger scale maps.
I actually miss the shooting mechanics people have often moaned about. It actually felt like you had armor with the TTK being like it was. So you didn't have ADS(iron sights)... well i hipfire most of the time in PS 2 anyway + its the same as PS. Last edited by PredatorFour; 2013-02-18 at 06:26 AM. |
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2013-02-18, 06:44 AM | [Ignore Me] #12 | ||
Contributor General
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Oooh lots, but possibly cr5 chat most. PS1 was more social.
Also caves and the more defined targets yadda yadda yadda. In terms of vehicles, probably nothing. Yea I liked raider nights and that they could go on water but maybe only that. For infantry, as sifer said I miss that the weapons were more distinct plsu longer ttk and 3rd person. It was all less frantic and more considered althought it did have it's moments. Oh and epic resecures. I could go on..... |
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2013-02-18, 07:08 AM | [Ignore Me] #13 | ||
Lieutenant General
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Pffft... Where to start?
- Stealth-centered infiltration gameplay including cloaked AMS (+ Router) ops - Dedicated driver + gunner(s) opposed to poor driver == poor gunner (+ gunner(s)), due to having more dynamic fights, less TKing due to more aware drivers and better gunning: higher level of combat quality, combat less based on quantity (spam) and sitting back as stationary artillery, shelling from long distance. - Instant CC resecures - EMP grenades - Vehicle hacking/hijacking - Deliverer/Thunderer APCs (amphibious warfare!) - Water obstacle and Thunderer vs Magrider playground - Niche teamvehicles like buggies (AI: Harasser, AI/AV: Enforcer, AI/AA: Skyguard, etc) - Lodestar (transport role) - Galaxy cargo bay - ANT / NTU base supply siege mechanics - More (niche) vehicle options, yet significantly lower amount of vehicles in the field so there's a chance you take them all out, while allowing them to be significantly stronger and last longer individually. - Auto-repair - 540º angle base turrets - Bit stronger niches for vehicles (you can see the current vehicles to have almost freeform inventory, which infantry do not) - Useful Fury: missiles instead of mortar (which is useless for use while moving, standing still with an ATV is death) - Not getting shot off your ATV every time you try to engage someone before your ATV is actually damaged or you had a decent chance to hurt something (people just bail the ATV now because it gives them more chance to survive...) - Cluster bomb type Liberator that required stable, level flight to drop bombs and aim using aircraft momentum, being far more reliant on approach and escape route planning - Vehicle trunks - Fixed vehicle entry-exit points per position in the vehicle - Vehicle entry/exit animations - No seat swapping (forcing full crew complement and tactical choices to be made which position to man prior to combat), certainly not instant seat swapping and makes solo-vehicle camping in a strong, multicrew unit far more prone to counter-measures - Restricted cert system for characters (BR20-25) - More social game (complete reliance on others for entire roles due to cert system and niche roles of units and characters) - Highly customizable inventory system to suit your specific playstyle and allowing you to be creative with combinations of weaponry in exchange for trade-offs like ammo, medkits and other weaponry and tools - More chance to be viable as a solo player due to customizable inventory - Stamina / implant system - Knife system (equipable knifes and multiple modes, the stronger, louder costing stamina) - Holstered weapons - Armour system (manual repairs) opposed to shields (more social interaction beyond medic: repairs) - Being able to damage anything with any weapon, so you can always do something even if it is next to nothing: at least it isn't nothing. - Longer TTK to become situationally aware and react (doesn't have to be as long, but currently too short: you kill everything and everything kills you before there's a response: I miss a number of skill subsets such as dodging, cover and repositioning in fights that can lead to recuperation and turning the fight around) - Layered base defenses that make smaller groups able of succesfully defending and pushing back attackers that entered the facility - Strong keep - Walkways from strong keep to wall. - Infantry only indoor CQC in extensive underground bunker system - Courtyard not too big and accessable by attackers so defenders could really control it - Sphere's of Influence (blocking HART droppods) - Sanctuaries as secret staging ground and fall back points and with it less reliable warpgate strongholds that are impossible to lock down due to being a continuous source of enemy troops spawning there (in order to win the continent, it has to be camped currently which isn't fun for anyone but those who found some sort of farming method) - World strategy, particularly campaign planning, invasions and a continental map that can be won without a 60+% population - Focus on playing the game, not experience point grinding and constant reminders that you gained experience points and some sort of bonus prominently on screen: distracts and has a negative impact on player behaviour and attitude towards fights as it becomes more consciously self-serving than needed. - Facility defense acting as a plug (pebble blocking a chokepoint), instead of a pebble in a river (attackers flow around it, ignoring and overflowing the pebble): too many available links in the current lattice. - 10-100% speed for autodrive (that doesn't cut out when you type or look at the map ffs!) - Extensive voice macro system that isn't primarily reliant on yelling something when spotting or proximity chat - IFF Doors (hack to open): teamwork in covering, stealth gameplay, blocks vehicles from continuous interference (need to get out or someone to open door for them to fire in). - Zoomable minimap - Automated indoor map (clear) - Entire platoon visible in HUD - Combat and Fortification Engineering (both placing and disabling security perimeters: motion sensors, motion disruptors, mines, spitfire turrets, tank traps, aegis shields, even Field Turrets beat the current turrets in design: you have to kill the turret, not snipe the occupant) - Combat Engineering HUD (showing amount of placed objects and how many more you can place) - Placing actual minefields and tank traps (were too few btw) on the battlefield and around bases - Map showing the location of your deployables and that of your allies - No /y chat - /b chat in base SOI (radius, visible on map) around facility (instead of /re in a random region who's border lines aren't visible on the map) - /c chat (instead of /leader, aka PS1 /sl chat, which may I remind you wasn't used 99.5% of the time because /c was more efficient) - CR3 platoon command tools (map drawing) - Facility status windows (double click on facility for overview) - Pop up menus instead of full screen menu - Favourite selections (1-10, even though we'd like to have had more) instead of tedious and slow drop down menus. Goes for vehicles and infantry setups alike. - Drag and drop and tab (tools vs weaponry) inventory management at terminals (better overview). - No resource costs, but primarily the direct and more tangible facility benefits that don't convolute choices. - AMP shield on vehicles - No indoor deployables aside from motion sensors and boomers - Training areas for weaponry and units (with targets! Hope new one will have moving targets though, also for the vehicle training.) That's some points, for starters. Could make a list with things I won't miss as well: - Core Combat Redoubts (though it was easier to resecure than a PS2 camped outpost) - Core Combat Module Buildings (pretty much same camp story) - Core Combat ziplines and teleporter camping (think PS2 jumppads and teleporters, but fastly more omnipresent) - Confusing cave layout for new players - Annwn - Capital Shields (too restrictive, ruined the possibility for module raiding and made tactical gen denial ops impractical for a lot of continents due to the central, four link position of the capital). Basically it made defenders lazier and funneled the fighting too much, not to mention the force dome being abused by aircav, Galaxy Gunships and Flails for quick retreats from threats. - Ceryshen bridge post-Capital Shields and especially post-Galaxy Gunship - Galaxy Gunships - BFRs - No roofs over facility walls - Too limited amount of vehicle and airpads - Lack of infantry field cover (though PS2 lacks tree foilage cover and lacks trees) - Armour buffed Reavers - BR40 - SOE events (Rabbit, Homecont Defense, Black Ops) - Post-bending "world", I mean "universe" map. - Annual "gifts" to players (free cert groups) that mess up the cert system balance - Unrestricted amounts of base virals - Pre-nerf Thumper plasma spam - Aircav building camping in early game in particular (pre-Flaklet and Wasp it was way worse) - Oversimplified aircav flight controls - Flail spam (Flails (artillery units) firing without laze pointer target being required to fire and spamming doors and vehicle pads from a position next to a capital shield) - Air repair and resupply pads everywhere thanks to the Air Towers (and of course within very easy reach due to aircav terrain ignoring capacity), but no such ground vehicle repair silos functioning or available everywhere. - Uni-MAX - Poor in-out flow at doors due to lack of buffer zone (cover and dispersion prior to vehicle engagement and ensuring not all unit types need to be engaged at once) on the outside in particular (PS2 is not much better, though the recent spawnroom defensibility overhaul saw some significant evolutions and improvements in this area). Last edited by Figment; 2013-02-18 at 07:11 AM. |
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2013-02-18, 07:49 AM | [Ignore Me] #14 | |||
Lieutenant Colonel
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