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PSU: Vanu: Vipers are not ugly
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2013-03-25, 11:41 AM | [Ignore Me] #2 | ||
Contributor Major
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I'd be for raising the walls at all buildings. They're simply an obstacle right now rather than a defense. Make them tall enough that a Light Assault cannot go over them in one go of the jetpack, so they have to land on the side of the wall at some point.
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2013-03-25, 06:14 PM | [Ignore Me] #5 | ||
Contributor Lieutenant Colonel
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I would have to disagree with them on that point. Fighting down the wall (that is, horizontally not vertically) offers some of the best combat at an Amp Station. Decent cover from vehicle spam, good infantry cover from 'their' side to 'mine', it's just good times.
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2013-03-25, 06:43 PM | [Ignore Me] #6 | ||
Lieutenant Colonel
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We have petitioned for these walls to come back quite a few times. Unfortunately any attempts to get them back have fallen on deaf ears. One can only hope that some time in the future will actually see some real walls at the facility's that are completely enclosed. I personally cannot stand the fact that there are huge openings at the rear of the amp stations.
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2013-03-25, 06:57 PM | [Ignore Me] #7 | ||
Private
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Must say I've always been a bit confused by how they've always changed every Amp Station (or other similar facility) across every continent at the same time instead of mixing it up a bit, especially when they seem to have quite a bit of extra art assets lying around that could spice things up a bit.
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2013-03-25, 07:29 PM | [Ignore Me] #9 | |||
First Sergeant
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It is a shame because early screen shots indicated that they were fallowing design philosophies which we saw work so well in PS1. I am pretty sure many will agree that we wanted updated FPS mechanics in a PS1 world. We got the the FPS mechanics, then they ditched everything which made PS1 special and created a large scale generic FPS shooter. I hate to keep dishing out the negative complaints recently, but I guess I have just gotten so frustrated with trying to enjoy the game and just being bored while doing so. Just for clarification, monstrous intricately designed bases which not only resembled what you expected a base to be (inside and out) as well as realistic and dynamic mechanics involved in taking them really set PS1 apart from every other FPS shooter (scale only takes you so far). Non-defensible courtyards with the horrendously boring burning flag system and no actual base is what we got, and it is basically what you get with every generic FPS shooter today. Bases don't remotely feel like bases to me, they don't feel meaningful, nor are they enjoyable to fight at in their current state. With how many PS1 vets which have quit or made their complaints clear, and the amount of the overall player base which has quit after just a few months; you would hope they are taking a strong look at base design and the mechanics involved. Last edited by Badjuju; 2013-03-25 at 07:32 PM. |
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2013-03-25, 07:57 PM | [Ignore Me] #10 | ||
Staff Sergeant
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Please, I don't need them on every base but the absence of walls has prevented Planetside 2 from seeing truly massive and lengthy base sieges that gave Planetside 1 the WOW factor, not to mention the lack of viable base defense continues to complained about in every outlet. Bio labs are the closest because they funnel all infantry into a few tiny killboxes, I would not call that ideal. If you had walls that could be held with large organized groups you create a courtyard staging area for infantry and friendly vehicles which helps the defenders keep the zerg at bay. The problem is that you are extremely exposed to aircraft on the walls that do exist, unless you are a light assault you have to travel what feels like forever just to get back up on the wall should you need to drop down into cover when you start getting rocket podded, assuming you survive the fall.
While we are on the subject of finding ways to spread out the zerg and give organized groups more opportunities to be rewarded, does anyone else think that the design of the Bio Lab is limiting its potential? I would move the teleporters currently surrounding a tiny shielded vehicle term to various distances with the use of tunnels and stairs. For the love of freedom and all things holy, add more vertical levels to the Biolab! You could have some small tunnels that lead to fortifications that defend teleporters, make the important teleporters the ones that are most difficult to attack directly. The stairs going up could go into a multi-level all-indoors combat zone that eventually opened up to what is currently known as the main floor. Buildings should definitely go higher than they do now, or if not buildings then tree limbs that lead up to the final capture point at the highest point in the dome. Arclegger? Higby? Any dev want to jump in and let us know if higher quantity and more defensible walls are a pipe dream or if it is possible and worthwhile? |
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2013-03-26, 03:50 PM | [Ignore Me] #14 | ||
Second Lieutenant
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I love how so many people would just to conclusions here that the devs are wrong and just because they look awesome means they are awesome.
They are probably scrapped and haven't been polished at all and would take weeks of development to get them to a sort of testable state only for the slight chance they get implemented. Not worth the time. |
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2013-03-26, 04:19 PM | [Ignore Me] #15 | ||
Contributor General
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I think it needs more than different walls, I think the circumference needs to be a lot smaller too.
You rarely see Amp Stations defended from the walls (you saw a lot of this in PS1) partly because of the distance the spawn room is from the wall you need to be at. This is a key difference with the Bio Dome, everything is within easy reach. |
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