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PSU: And what makes them so "sovereign?"
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2014-09-04, 03:59 AM | [Ignore Me] #1 | ||
Major
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I dislike vehicle implementation in PS2. They are cheap to acquire, non-modular and easy to destroy. I'd prefer a modular (with states of functionality), expensive and hard to destroy vehicles.
How hard do I dislike PS2 vehicles? The last time I pulled a tank was in November 2012 when VS was zerging with the super OP Mags and I have no other choice but to pull one to help break out of the WG. I probably pulled 4 in total ever, several of which fell into the vehicle pad abyss due to a bug . Imo, PS2 is best if objectives and capture points are more important than farming. Hence the only vehicles I used are Flash for radar scouting or Sunderers for spawning players into fights. Liberators and ESFs etc, I never flew or used one ever. This leads me this point. Since vehicle philosophy is not going to change, I have a suggestion that I believe will make vehicles enjoyable for players such as myself and at the same time enhance vehicle gameplay for current ground vehicle and air meta warriors. Vehicle-only Continent! Why make another continent with with a slight variation to a theme? We already have four of those! Four of the same type is already a saturation. Here's a concept of a vehicle-only continent: Death Zone Continent - If infantry is out of the vehicle (due to toxicity, radiation, extreme heat, air-vacuum make up the lore), will quickly lose health (strong pain field). Continent is resource heavy - Nanite resource tick is faster (so vehicles acquisition is commensurate to vehicle destruction). Capture Points - are in an open field and can only be captured by vehicles (ground or air). Vehicles can only be repaired by other vehicles. Modular Bubble base - Players spawn in small self-contained bubble base with built-in AV and AA turrets and 4 vehicle pads on 4 sides within the hex. Inside this bubble, players can survive.Thinks of it as a square inside a sphere. The turrets are their to prevent camping. No infantry fights -The Devs do not have to worry about newbs being farmed. Vehicle Playground - Current tank and air fighters get their own playground. Equalized and Newbie/Casual Friendly - Players who like objectives first and newbies will be enjoined to fight (since the playing field is equalized). Continent is easier to make - and faster to roll out. It took at least a year and half to produce Hossin. All this continent require is sculpting terrain and Bubble bases where players spawn in and get their vehicles from. Do we need buildings? Not necessarily. If it's uninhabitable and/or abandoned due to a new unhospitable environment caused by nature or a disaster, very few buildings is needed just for aesthetic or cover. And no special attention is needed to protect infantry. There is not even a need for a No-Deploy-Zone (not that is needed anywhere anyway ). Special alert types- that synergizes with vehicle gameplay such as carrying objectives. Example: An alien ship exploded in the atmosphere. Find and Recover the salvage littering the map and transport back to the Warpgate. If the ground vehicle carrying the cargo blows up, the artifact gets dropped to the ground. Imagine the mayhem fighting over these artifacts for an alert! Transition Continent - especially when PS2 someday aim to be seamless with bodies of water. New Vehicles - I hear PS2 will roll out empire-specific buggies, a new NS MB tank and other primary tank abilities. What could be a perfect place to use these new vehicles and abilities but a new vehicle-friendly continent! And the Devs will presumably want these vehicles driven and kitted out with Marketplace accessories and cosmetics. What other ways are there to encourage vehicle use without ruining infantry fights? Some Possible Issues: - Rumble Seat vulnerability. Solution: bubble the rumble seat - Max allowed to walk since they are in a self-contained suit, but not repairable due to lack of infantry. - Where will it eventually fit in a future intercontinental lattice. - XP gain between vehicle vs vehicle destruction may be adjusted so it doesn't eclipse the other continent and encourage vehicle farming. - Too many vehicles could degrade performance. I believe coming off from 'infantry-friendy' Hossin, they can change the new continent a bit. We don't need 5 similar continents. |
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2014-09-04, 06:30 AM | [Ignore Me] #2 | ||
Sergeant Major
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Must admit I was pretty sceptical of this idea from the title of the thread, but having read it all I actually really like this idea.
I have a few suggestions to add to this:
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2014-09-04, 11:05 PM | [Ignore Me] #6 | |||
Major
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Unless you're referring to just solo tanking everything. Soloing obviously involve more risk for tanks, even on the current live server. I know this because I repair a lot of tanks as a foot engineer. Or if you mean aircrafts being farmed? Aircraft always have the first option to initiate fights vs vehicles or not. Imo, there are good dynamics with this type of continent. It would be Air vs Ground, Ground vs Ground and Air vs. Air. I could see alot of Galaxy stomping moves though. If players just camp at the capture point with their vehicles, they will get pummeled, so they got to keep moving and countering. Imagine 30+ vehicles on each side colliding and flanking with air support. With a 3-point base, it will even be crazier. |
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2014-09-05, 11:12 AM | [Ignore Me] #7 | ||
Air doesn't need a repair Sundy. Most of them auto repair while hiding from the enemy. Then they come back at full health.
Air has only one disadvantage in PS2: Other air. Player for player, air will always dominate vs ground. |
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2014-09-06, 06:56 PM | [Ignore Me] #9 | ||
Corporal
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Let's make an area that is restricted to vehicles only, or a smaller continent (a slightly larger verzion of the a battle island) who's job is to be vehicle only except inside bases.
Also and most importantly there should be more focus for open areas. One of my favourite ways to fight is in an open area as a foot zerg or a tank stand-off and it would be nice getting more of these. |
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2014-09-09, 12:05 AM | [Ignore Me] #10 | |||
Major
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A fully AA ground vehicle group with repair sundies will beat air equivalents. The problem with this stacking is AP ground vehicles will decimate this AA group so fast. You'll never know what the other side will be pulling. Hence, there will be always need to diversify force composition rather than to stack them. Perhaps, Air shouldn't be allowed to interact with capture points to prevent campers and farmers. The real advantage of aircrafts is they can initiate fights whenever they like. And this is not balanced when losing/capping bases mean absolutely nothing. If a faction simply spam aircraft just to farm, they will slowly lose territories until they can no longer have resources to fight. This is obviously dependent on resource meta 2.0 that supposedly - according to some Devs - will include power supply and logistics. The current resource update isn't even complete yet (that's why players are still holding back criticism over the new system). The current resource tick rate encourages use of expensive vehicles with practically no downtime during turnover. With a more complete and rational system in place, spamming expensive vehicles can no be sustainable without downsides. |
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2014-09-09, 12:20 AM | [Ignore Me] #11 | |||
Major
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What Sniperside did was kill all Engineers and Medic. Without these support pillars, the whole frontline collapses for these types of confrontations. The developers don't even know this yet it's all too obvious the moment the all-OHK sniper headshot was released. Meanwhile, an open foot zerg will be wiped easily by half a dozen snipers. That's why you never see these foot zergs anymore, unless there's a massive tank/sunderer wall/cover upfront that will suppress enemy infantry from even peeking. |
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2014-09-09, 07:02 AM | [Ignore Me] #12 | |||
People keep saying PS2 is gruntcentric... I just wonder what prescription they are on. |
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2014-09-10, 05:33 AM | [Ignore Me] #13 | ||
Sergeant Major
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I think the real problem is that ground-based AA weapons are generally very specialised, and are extremely weak against other ground targets - while most vehicle-mounted weapons can be used flexibly as either AV or AI, and some air-mounted weapons (nose guns, especially) can serve all three roles.
Personally I'd like to see ground-based AA become a little more flexible, while making sure that AI and AV weapons become a little more specialised. |
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2014-09-10, 06:29 AM | [Ignore Me] #15 | ||
Sergeant Major
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Not sure I agree about that, across the board AI weapons often fill a secondary role of AA and anti-light vehicle and AV weapons are almost always deadly to infantry. Plus the MBT main cannon defaults are very effective at both AI and AV.
In terms of weapon versatility I'd say it goes Air > Ground Vehicles > Infantry. |
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