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Old 2013-08-08, 01:06 AM   [Ignore Me] #1
capiqu
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Cost of Vehicles


Does anyone else feel that vehicles are way to expensive. I mean I spent a ton of certs to bring my acquisition timer to 5 minutes for what?
Now I have to wait until I get 450 mech resources. I mean at least make the MBT armor a little stronger so they can last a little longer.
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Old 2013-08-08, 01:16 AM   [Ignore Me] #2
KesTro
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Re: Gost of Vehicles


Originally Posted by capiqu View Post
Does anyone else feel that vehicles are way to expensive. I mean I spent a ton of certs to bring my acquisition timer to 5 minutes for what?
Now I have to wait until I get 450 mech resources. I mean at least make the MBT armor a little stronger so they can last a little longer.
I imagine the resource costs are more in line for when they do their whole resource update which will completely get rid of Acquisition timers as I understand it. So cert refunds incoming I'd assume.
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Old 2013-08-08, 06:19 AM   [Ignore Me] #3
ringring
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Re: Gost of Vehicles


I think the cost of a sundy is too much, considering how hard they are targeted and rightly so.

MBT feel ok to me and like you I've put a lot of certs into reducing the cooldowns for them and for Lightnings too.

With an MBT the only problem (for me) comes when I've rolled up to an outpost on Esamir and then I'm faced with the question of 'do I get out of my tank to fight indoors and lose it because it deconns or do I go in'. - Generally I hit a middle position, if I have resources to replace it I'll go in but if I don't I'll hang on outside.
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Old 2013-08-08, 09:21 AM   [Ignore Me] #4
Phaden
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Re: Gost of Vehicles


This is unsubstantiated hearsay, but I think I recall the devs mentioning that with the increased costing of the mbt's they would be re-assessing the strength of the units to potentially add more hardiness to them. But I have no proof to back this up, just rusty memory.
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Old 2013-08-08, 10:30 AM   [Ignore Me] #5
Calista
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Re: Cost of Vehicles


Cost would be better justified if vehicles were a bit tougher. They are just too flimsy as it is.
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Old 2013-08-08, 01:13 PM   [Ignore Me] #6
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Re: Gost of Vehicles


Originally Posted by ringring View Post
'do I get out of my tank to fight indoors and lose it because it deconns or do I go in'. - Generally I hit a middle position, if I have resources to replace it I'll go in but if I don't I'll hang on outside.
I think I remember reading somewhere that the devs were planning to implement a partial resource refund for manually deconstructing your vehicle (assuming it has not been damaged recently).
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Old 2013-08-08, 01:27 PM   [Ignore Me] #7
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Re: Cost of Vehicles


Originally Posted by Calista View Post
Cost would be better justified if vehicles were a bit tougher. They are just too flimsy as it is.
they were already buffed, if your a decent tank driver you shouldnt have a problem killing any infantry that is trying to kill you. (except maybe strikes and phoenix rockets which dont render unless the person is rendered themselves.)
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Old 2013-08-08, 01:50 PM   [Ignore Me] #8
Calista
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Re: Cost of Vehicles


That's part of this games issue in retaining new players. It is easy to see this game has a high turnover rate among new guys. The skill ceiling is a bit high basically across the board. I suppose that is the natural progression of things with those that do stick around getting better and better gear so the balance naturally progresses in that direction. A new guy in this game gets frustrated quick because of it. Once he logs in and tries things out that get destroyed so quickly he is then out of resources and forced into a gameplay style he may not desire, logoff and never come back. Meanwhile all the higher br guys are all modded up and the game is setup for balance for them. And I know the party line "Join an outfit!", well for a new guy to this genre that is very intimidating at first. I don't know an easy fix but maybe making vehicles tougher would help. Just a suggestion.
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Old 2013-08-08, 01:52 PM   [Ignore Me] #9
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Re: Cost of Vehicles


Yeh the cost of vehicles can be frustrating at times to even vets of the game. Never thought of the new guys, i'd imagine alot don't like the game because of it.
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Old 2013-08-08, 04:14 PM   [Ignore Me] #10
ringring
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Re: Cost of Vehicles


Originally Posted by PredatorFour View Post
Yeh the cost of vehicles can be frustrating at times to even vets of the game. Never thought of the new guys, i'd imagine alot don't like the game because of it.
Some of the 'rules' of the game should be modified for lowbies, e.g. boosts to xp and resources if your BR is below a certain level. Those first certs must be hard to get when you don't really know the tricks and are having trouble surviving an encounter.
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Old 2013-08-08, 05:22 PM   [Ignore Me] #11
snafus
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Re: Cost of Vehicles


They did it for multiple reasons. First was to motivate people to be members thus giving you more resources. Then it also helped lean out the vehicle hordes you used to see previous the change.
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Old 2013-08-08, 06:07 PM   [Ignore Me] #12
BlaxicanX
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Re: Cost of Vehicles


And THAT'S the problem. ^

It's difficult to balance around "everyone in the world can have one of these".

Tanks in games like Halo and Battlefield are relatively easy to balance, because you can only have like 3 tanks out at a time on either side. So if a tank in Battlefield is like a real tank, super fucking durable and really powerful, it's okay, because the other team of infantry can handle 3 really powerful tanks. But what if the entire team of 32 people showed up at your base in tanks? Well, suddenly there's an issue.

Thus, Planetside's problem. It's hard to justify a tank having the durability and firepower of a real tank, when it's feasible for an entire platoon to show up at a base in a massive tank column.

That being the case, I assume that's one of the driving forces behind the resource revamp. If 50 people spawn tanks at a base, that's going to basically bankrupt the resources of that base, crippling its infrastructure. That results in less tanks on the field, which allows them to buff vehicles a bit.

Also... yes. It would really, really help if MBT's required two people, one to drive and one to shoot.
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Old 2013-08-08, 10:21 PM   [Ignore Me] #13
capiqu
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Re: Cost of Vehicles


If bases will be drained by heavy tank production the Ants will play the role of refilling them.
Now before the launch of Planetside2 I figured that other FPS players would not be used to and perhaps dislike Planetsides massive Tank and air play. I feel that the devs may have caved in to the new none Planetside1 players by trying to limit MBt production.
Now big numbers is what Planetside is all about. Massive maps large number of players , vehicles and air. This is what sets Planetside apart from all the other games. I don't want a watered down Planetside Play style on Planetside 2.
That being said, if your one of the many players with a footzerg from facility to facility play style and If your running down the middle of the road in full view to the next facility and I happened to be comming up the road in my Prowler and blow you away, Who is to blame? Beside clearly 2-3 good heavy assault players could easily overwhelm a MBT.
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Old 2013-08-09, 06:35 AM   [Ignore Me] #14
Baneblade
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Re: Gost of Vehicles


Can't make MBTs any stronger as long as the driver is the main gunner. And this coming from someone who spends 95% of his PS2 time in a Vanguard.
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Old 2013-08-09, 08:33 AM   [Ignore Me] #15
ringring
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Re: Gost of Vehicles


Originally Posted by Baneblade View Post
Can't make MBTs any stronger as long as the driver is the main gunner. And this coming from someone who spends 95% of his PS2 time in a Vanguard.
I think the same and like you I spend a lot of time in my tank.
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