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2013-05-09, 10:36 PM | [Ignore Me] #1 | ||
Major
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Post your feed on the latest PTS build.
Zurvan fight test: Stability - Far more stable than even the live servers, which has been very laggy since GU08. Hit registration is also fantastic SCU TTK - Far too short, Spawn room is essentially shutdown as well when this happens. Not a terribly bad mechanic, but the base still hasn't flipped and defenders should be given chance to sally forth. Base Capture - After the SCU is down, Base is captured almost immediately. Meaning, capturing the SCU signal the end of the fight cycle. There is no time to recover the SCU. SCU capture, takedown and post SCU base takedown time need to be more significantly increased. I saw some new base designs on the satellite around Zurvan. There's not much fighting on those parts though due to lack of players. It's key because it will be the point to counterattack from Zurvan. VS Max ZOE ability - Downright, stupidly OP. It has 3 advantages with a negligible drawback: 1) The speed act as an evasive damage mitigation no different - and arguably even more effective - than the NC Max shield. It throws off hit registration. 2) They can go straight to your location, flank with impunity and even pummel you with max punch all while evading your shots because they are spamming movement keys. 3) Damage buff. Suggestion: Completely remove the speed buff. The TR max is immobile with a damage/rof buff. VS is mobile with a damage buff. NC max can't attack and moves slow with the frontal shield up. So the VS Max basically has the damage mitigation, speed/mobility, and also damage buff. Far too stacked. The damage buff and mobility is enough. Mobility buff is over the top. Remove the damage resistance debuff as well. I think that balances it out. Basically VS Max will be mobile with damage buff. TR will be immobile with damage/rof buff. While NC is mobile, slow with damage mitigation in the front. Tutorial: Support button to access. - Need a longer tunnel on the first part. Sprinting triggers the next objective far too quickly. - The weapon section need a prompt key (click yes to proceed). Do they expect new players to digest all the hotkeys and concepts in rapidfire succession? - Need more linear triggers. If you move to the warpgate console, on the next room, the voiceover is already triggered. - If you log out of the tutorial, when you log back into the beginning of the tutorial. This should only happen with brand new players. On my second playthrough, I log out, and I log back in at the starting spot. - No instruction to join/leave a squad. It's a nice tutorial overall though. Some parts move too fast though since alot of the parts are triggers by simply moving or even shooting. It needs to be a little more linear, and slower with prompt keys (click yes to proceed). Otherwise players will just repeat it frustatingly again and again because they will feel, they missed out something. |
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2013-05-09, 11:44 PM | [Ignore Me] #2 | ||
First Sergeant
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The Generators were apparently bumped up in the TTK. I didn't notice a huge difference, but I thought those were quite nicely balanced.
The problem is that SOE overcompensated and went from Way too slow cap times to Way to fast cap times. I never saw the SCU Drop, to see if no shields on the SCU room would be a deal breaker... Because by the time you could make it to the SCU, the base would flip. That is stupidly fast. Zoe Ability: This one is more complicated. I think that the Damage is okay, the coloring is okay, the reduced health is okay... The movement speed though I'm mixed on. I'm fine with the movement, as long as they are pushing forward. What I saw happening with the ZOE, was that you would be able to rush your enemy (Which is fine) But, with an overall speed buff, the max can Adada and avoid most damage. What bothers me about this, is that this isn't exactly the fault of SOE, as much as it is the fault of the VS who are going to screw themselves into a nerf by continuing to use this tactic. Since Adada can make the max unit much more difficult to kill, and the ZOE unit can be flipped on and off at a second's notice.. Well, it's going to be deemed OP. To nerf this, they can either remove the movement buff entirely (Which I think is a mistake as it's punishing the mechanic, based on behavior of the players, not because it's a bad buff to the max), or they can make it so that the speed boost is only when you are going Forward. This preserves the speed boost, and all the damage... but makes it so that the max isn't being abused. |
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2013-05-10, 05:12 AM | [Ignore Me] #4 | ||
the ZOE could be fixed by auto-switch-off when strafing. like the max-run did in ps1.
if a max with ZOE activated uses the strafe, is switches the ZOE off immediately. maybe a cooldown of some seconds is needed before it can be switched on again to prevent the vs scum from changing from adad to adfadfadfad. again much like max-run in ps1.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-05-10, 05:34 AM | [Ignore Me] #5 | ||
Sergeant
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As a VS MAX player I want the ZOE speed nerfed. It looks ridiculous both visually and power wise. I would much rather have more accuracy (for AI weapons) and more damage (For AV) than the speed.
Last edited by Rasui; 2013-05-10 at 05:38 AM. |
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2013-05-10, 10:04 AM | [Ignore Me] #6 | ||
Contributor General
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I saw that capture times have been reduced drastically.
Was the purpose of that to test 'flow' of battle across the map more easily using the lettuce or was it as a suggestion that those times are what they could be on 'live'? |
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2013-05-10, 10:29 AM | [Ignore Me] #7 | ||
First Sergeant
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It was recommended on the PS2 forums, that they make the VS max hover, and give them the physics you have in the Magrider while it is hovering, as a way to get rid of ADADA. So they can still move forward quickly, they can stills strafe quickish, but they can't ADADA to mess up the hit box.
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2013-05-10, 11:02 AM | [Ignore Me] #8 | |||
Sergeant Major
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