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PSU: could use some salt.
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2013-03-19, 10:34 PM | [Ignore Me] #1 | ||
Corporal
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Does it have a place in Planetside 2? Would it help or hurt the game? Could adding the skills of the Engineer of PS1 help smaller outfits out when it comes to fighting off hundreds? Or cause the game lose players due to the cheap AI quality?
Thoughts? |
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2013-03-19, 10:49 PM | [Ignore Me] #2 | ||
I would love to see it return but where it would help out smaller outfits enormously. Larger outfits could also use it. With larger outfits using stuff like the spitfire you would just have a lot of really pissed off people who would just stream to the forums and post some fairly inflammatory stuff. So I don't think we will see it return.
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2013-03-19, 11:00 PM | [Ignore Me] #3 | ||
Major
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I wish they would automate base turrets so that there is more of a reason to keep them intact, and they actually help to slow the enemy down a bit. I mean, they shouldn't be very good without a player, like, make the AI so that it always shoots exactly where the enemy is, so if you move you never get hit, but that's still enough to make a run at a Techplant or Amp Station a fight even if nobody is in it.
Last edited by Rothnang; 2013-03-19 at 11:02 PM. |
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2013-03-20, 01:29 AM | [Ignore Me] #8 | ||
First Sergeant
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I kinda dont want it to return, its just frustrating and easy to hide behind a corner and slay everything that comes through the doorway.
Also there's gonna be so damn many of them. Imagine how they work when u have 50 of them placed all around the base...u cant go anywhere without getting shot. |
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2013-03-20, 05:40 AM | [Ignore Me] #9 | ||
Well.. This is one of the things missing from PS1 that made bases more defensible, maybe it would be a good idea to get them back in some form. Although it would need some thought, they only persist while you play engineer? If you swap to a different class for longer than 2 minutes they despawn?
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2013-03-20, 06:12 AM | [Ignore Me] #12 | ||
First Sergeant
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BF2142 had those turrets and no one complained.
Just make them: 1. easily destructible (1 sniper shot or 1 grenade or several bullets from normal gun) 2. slow to rotate and to aim. Like in BF2142. 3. Maximum 1 turret per spawn. If it is destroyed you need to re spawn or get it from ammobox 4. It dissapears if you die or change class So, even if you have many of those in CC those are easily cleared out. Last edited by almalino; 2013-03-20 at 06:48 AM. |
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2013-03-20, 06:27 AM | [Ignore Me] #13 | ||
Contributor General
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Indeed.
And are we talking about a spitfire that is just as deadly as other weapons in this game or something that similar to PS1 you could work around with a bit of patience and common sense? But even so, how would you deal with one safely say as a medic or LA or engineer? In PS1 you could kill them and heal yourself in PS2 you don't have the means and if you do and take damage you can't heal yourself. So, unfortunately they don't fit and that means the while combat engineer role is reduced in strategic value, even if kills with claymore/mines/etc are much easier to come by. |
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2013-03-20, 06:54 AM | [Ignore Me] #14 | |||
Sergeant Major
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Now seriously. The way itould see em work is make them cost a 100 infantry resources so they are less spamable and give each a3d "buble" in which another friendly one can not be deployed. The 3d bubkle is os you can put the below eachother on diferent floors of a building rtaher than being aunable to put one down becosue there is one 3 floors up. They would have a limited detection range, a 180 degrees or smaller targeting ange and a weapon roughly equivalent of an NS 11. They would have limited ammo which could perhaps be replenmished at the coat of infantry resourcses (with perhaps a small XP boost if you rearm someone elses turret) and they would be vunerable to small arms. Now this would be the MK 1 Spitfire Mk2's would be built into bases around key objectives (1 per point or gen) Mounted on celings or slightly raised platforms. They would have increased firepopwer and greatly increased hitpoints (Roughly equivalent of a MAX) unlimited ammo and a 360 degree detection rage. They could be disabled for a few seconds by an EMP grenade (enaugh for teamates to get some damage into it, not enaugh to hack a gen or flip a point before it comes back online). Basicaly their main purpouse would be hider assaults and cut down on solo ghost caping, aswell as these freaking anoying infiltrators runing around a half empty amp stations and hacking gens. If destroyed they would be repairable like Phalanx turrets. I also recall a thread on the offical forums where someone presented a nise scetch of alternate specialised spitfire turrets. Decimator turret. As the name sugests armed with a decimator. Similar targeting cone as the MK1 spitfire but a longer detection range. It would only target vehicles and it would only hold 4 rockets and be more expensive to rearm than the MK1. Burster Turret. Armed with a single, perhaps slightly slower fireing burster. This turret would have a 360 degree targeting cone but its range would be set so it can only target low flying aircraft. Say somewhere between 200 and 300 meters. Note the turrets should deconstruc themse;lves if you deploy a diferent spitfire turret or one of the maned turrets. |
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2013-03-20, 07:19 AM | [Ignore Me] #15 | ||
Captain
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Spitfires were never a issue in PS1 unless you were a cloaker with no armor. I say bring them back, One spawned at a time, easy to take out, I mean make it hurt enough to make the enemy jump, but not enough to burn threw personal shields, in like 5 or 6shots. I also agree with MrMak, put up the bubble, controlling space and deployment.
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