I've played a bit on and off about an hour at a time before launch, but the past two months I've been able to play a ton since my hours got cut down to basically nothing. I expected Planetside, but what I've got is basically Battlefield 3 without all the honing that game has had over the years. I mean first was the insanely low TTK which was an instant shock after being used to PS1's battles. The combat now is essentially who can put their crosshairs on the other first and pull the trigger. Gun play outside at longer ranges is fun, but to cap a base you've got to go to that instantly lethal range. I understand the concepts of scouting and situational awareness in games with such low TTK, but the rub is on other games I knew how many people I was dealing with, but with the way PS2 works, there's no telling with the numbers. I might scout carefully but others could have spawned in that time messing up my mental picture of the situation.
Tanks are fun the few times I can find another tank to fight. There the game is fun, positioning, and terrain advantage coming into to play, out playing my opponent consistently to land the number of hits needed to destroy another tank. However base design and the sheer number of AV sources keep tanks out of the meaningful fights to take territory.
Would love to fly but no matter what I do my X52 can't be configured to give me any fine control over ESF's. Can't contribute much on that.
But either way the gameplay isn't very satisfying. My stats are ugly because as I've played I realized the way things got done was drowning them in bodies or ghost capping, so I charge in do as much damage as possible, die and lose about five seconds. Looking at the previews for future changes it looks like they're encouraging this by making specific attack lanes between territories.
Basically I've finally gotten a chance to really play this game and have fallen out of love with it. I'm just wondering what happened and what thought gave rise to design decisions so drastically different from PS1 in basic areas like going from long fights, to in some cases sub-second time to kill, poor base designs and factions that aren't really noticeably different save for colorscheme.
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