Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Mean people suck
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2014-01-11, 01:04 PM | [Ignore Me] #1 | ||
Second Lieutenant
|
I had my suspicions they lowered the cont pop limits but last night some in FNO chat said they officially acknowledged Indar being lowered to 1200 and I think Esamir and Amerish to 1800? Can anyone verify that?
Last edited by Calista; 2014-01-11 at 01:14 PM. |
||
|
2014-01-11, 01:31 PM | [Ignore Me] #2 | ||
Second Lieutenant
|
They lowered the caps quiet some time ago, didn't they?
Either way, this isn't going to have an effect on pretty much every server except Connery unless they go below 1000. 1200 players is still more then half of what pretty much all servers have during prime-time on a "good" day. |
||
|
2014-01-11, 01:36 PM | [Ignore Me] #3 | |||
Second Lieutenant
|
|
|||
|
2014-01-11, 11:04 PM | [Ignore Me] #9 | ||
Contributor Major
|
I wish they'd just come out and tell us what the cont pops *ARE.* Why aren't they? Why so goddam cagey?
__________________
No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
||
|
2014-01-13, 05:22 AM | [Ignore Me] #10 | ||
Pop cap was lowered for tech reasons. Indar now functions when it's pop locked, prior to this med packs failed but were consumed, vehicle/equip terms took ages to open, bailing happened 10 seconds after requested, healing and repair didn't work properly, light assaults had infinite jetpack, esfs had infinite afterburner.
I think it was done around the PU1. Pop locks are not a problem right now and you don't need a membership to find a fight (on miller). This however may become a problem when the inter continent lattice comes in and there are restrictions on which continents are open to you so the fronts will be few. This is not a reason to not have intercontinental lattice it is a reason that the game needs 12 continents and other mechanics to get onto continents you shouldn't be on (like the cave links in ps1 and the ability to drain a base to neutral to then refill and hack it.) What i think these lower pop caps are responsible for are more sustained periods of combat between bases both on the ground and in the air. It means that not every route(lane) is a clusterfuck and smaller fights can happen without being zerg stomped all the time. Still it's no substitute for base design, despite updates to outposts and bases vehicles can still spam control points / routes from spawns to control points which is ultimately frustrating for 90% of the player base. |
|||
|
|
Bookmarks |
|
|