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2013-04-13, 04:46 AM | [Ignore Me] #31 | |||
Lieutenant General
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Plus, even the murder holes that exist today are easily accessed by LA to fire inwards. Cleared many CCs that way. There is no solution to address this sort of 3D defense against 1080º vectors from the outside. Even domes just provide LA with a camping position on top over entry points (see Bio Lab). The only way you can funnel LA and make their jetpack relatively useless is by having indoor areas where they can't use their jump ability and have to move through the same door choke points as everyone else. But the buildings are too small and too lacking in depth and linearity to have that. Alternatively, the only way to keep LA out of high positions is to have higher buildings than their jetpack can reach (and with the hugthewallbug I don't believe there are many places that keep LA out, just slow them down). Last edited by Figment; 2013-04-13 at 04:48 AM. |
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2013-04-13, 05:37 AM | [Ignore Me] #32 | ||
Major
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I don't think people should be having particularly good success firing at aircraft out of buildings.
I mean, you pretty much never deploy a MANPAD inside of a building in real life for two main reasons: 1. A building is not bomb proof in real life, quite the opposite. If you're inside of a structure you're a huge target, way more likely to die in the blast because of falling debris, or collapsing floors. 2. Firing a rocket launcher inside of a building is a massively shitty idea because of backblast, and none of the PS2 launchers seem to have a soft launch system. Amusingly enough, Air Defense Infantry in real life wants to be deployed in all the places that are the very worst places to be against air in PS2. While I don't think the game needs to simulate those factors, I don't see it as a problem at all if the buildings themselves are constructed in such a way that they aren't perfect places for air defense. Reducing the size of windows has worked pretty well for most buildings in the game so far. I don't see why it wouldn't work for the battlements of walls. The fact that you can over the walls so easily is because Auraxis' architects are too obsessed with interesting shapes to contemplate maybe not giving attacking LAs a convenient ledge to rest on while they scale your stronghold. |
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2013-04-13, 05:45 AM | [Ignore Me] #33 | ||
Sergeant Major
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If LA's lost their jetpacks, the class would be even more irrelevant than it is now, which is saying something. It's already a niche class that people play basically just because. It fills no actually nescesarry role, like the Infiltrator, and unlike the holy trinity of HA/Medic/Engy.
edit- Also, lol @ LA's with C4 being "a problem" for tanks. C4'ing a tank as a Light Assault is the riskiest thing you can possibly do in this entire game, because if anyone sees you, the tank, people wandering around the tank, etc, it's completely over. You're just dead, and there's nothing you can do. Even if you get to the tank, you have to pray to God that no one sees you, or the tank driver doesn't switch to 3rd person view, because the throwing mechanics for C4 is such unwieldy ass that you can kill an LA easily in the time between laying down the C4 and actually pressing the trigger. Yeah, 2xC4 ganks tanks, and it damn well should, because running up to a tank and trying to blow it up by hand is one of the least-efficient forms of Anti-armor out there, especially in a world where anyone can play as a Heavy Assault, and fuck up a tank from 200 yards with ease. Last edited by BlaxicanX; 2013-04-13 at 05:52 AM. |
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2013-04-13, 07:11 AM | [Ignore Me] #35 | |||
Major
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That said, I have no problem with C4 when I drive a tank, because it's avoidable. Getting killed by C4 is punishment for not paying attention, there is no situation where you get C4ed in a tank that you couldn't have avoided while still being able to join in the fight. |
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2013-04-13, 11:09 AM | [Ignore Me] #36 | |||||
Lieutenant General
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2013-04-13, 11:39 AM | [Ignore Me] #37 | ||||
Major
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Coming from my Second Life Military Experiance, limited boost Jump-packs are far from the worst things to deal with in FPS Base Design, such as buoyancy modifiers that allow one to bound 200 meters in the air as though they were a helium-filled balloon person. Problem is we got a bunch of shitty prefab shacks that an art team thought LOOKED like good Bases, but never bothered to play-test these structures to see how they would work mechanically within the game. I've got a sneaking suspicion Malorn is behind some of the overhauled layouts on the Test Server like NS Refinery, since those focus more on using simpler building assets to construct functional Shooter Maps instead of the same damn building copypasta'd in slightly different direction. Throwing a wrench into a Light Assault's Jet-packing isn't really all that hard to do from a defensive design stand-point, you just have to put obstacles in their way that make them waste fuel. Hell, an extra single thin wall set far enough apart from the main one that they can't jump from one top to the next will ruin their day, landing them in a no-mans-land kill-box with no immediate means of escape. |
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2013-04-13, 02:57 PM | [Ignore Me] #38 | |||
Lieutenant Colonel
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q2: assaulting towers. light assaults could also no longer jump around during a fight and c4 vehicles q3: nearly all other units might actually have a purpose. gal gunships would become popular. q4: people may actually be able to have fun in a large fight without being overwhelmed by hovering lib-spam, libs might actually have to move around while bombing q5: the lib pilots playstyle might actually become more interesting as they would be forced to strafe a position and *fly* instead of hover around an area.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2013-04-13, 03:57 PM | [Ignore Me] #39 | ||
Major
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I actually think the PS2 base designers are doing an amazing job, most of the problems we have are in fact not caused by them doing a bad job, but them doing too good of a job with the wrong intentions.
They have kept every base pretty much entirely fair and designed every base in such a way that you can't just bottle up all comers in one spot and keep them out forever. Generally speaking it's a well implemented design for a shooter. The problem we're seeing is that when people are outnumbered they tend to go on defense, and find that they aren't really getting any serious advantage out of fighting on their home turf. That's frustrating to people because it gives you that sense that quantity beats quality way too easily in the game. |
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2013-04-13, 04:25 PM | [Ignore Me] #40 | ||
Sergeant Major
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This is a video game. There is no such thing as actual risk. Oh, you don't like waiting 5 minutes for your Liberator to respawn? Who cares, it's just a game, if not's like you die IRL.
Please spare me the "no risk" argument. All risk in a game is arbitrary. |
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2013-04-13, 05:38 PM | [Ignore Me] #43 | ||||
Major
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They pretty much created Outpost by copy and pasting the same half a dozen structures in a rough circle, then plopped a Control Point and a Spawn Building down. If we were doing Single Instance Maps with roughly 100 players, maybe that would work, but we're not...
Now don't get me wrong, I understand wanting to prevent turtling, but this is clearly an issue if they are putting further Continent development on hold so they can fix this. When a Vehicle Horde can not only push in whatever direction they want on the map, but also roll though all except the most hardened of your Defenses, of course you are going to feel that it's just a Numbers game. Is the new Lattice helping? On a Strategic Level, YES, you can no longer avoid Points of Resistance by passively flowing around them. But on a Tactical Level there is still much that needs to be done so that when we ARE forced to fight one another, it's more then just a contest of "Who brought the most X." |
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