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PSU: Tango down!
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2011-02-25, 01:57 PM | [Ignore Me] #31 | |||
Brigadier General
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Ideally, what I'd like to see is like a sub machinegun type weapon for pilots. Something that can give you some defense, but on 1v1, you'll be outmatched. |
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2011-02-25, 02:00 PM | [Ignore Me] #33 | |||
PSU Admin
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Although I do find it strange all the folks complaining about how it kills infantry to fast. I mean, I've killed with it and been killed by it before but I've never thought of that aspect as a "Problem" where I do think that all of the hot dropping from it is indeed a problem. |
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2011-02-25, 02:05 PM | [Ignore Me] #34 | |||
Brigadier General
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2011-02-25, 02:05 PM | [Ignore Me] #35 | ||
Sergeant
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Because hopefully a plane that is fully stopped in PS:N is on the ground. Planes that stop in the air should crash. Pilots who jump out should have to float down with a giant parachute or take fall damage. They already incorporate fall dmg with some things, why not bailing pilots/gunners.
Last edited by Timantium; 2011-02-25 at 02:06 PM. |
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2011-02-25, 02:10 PM | [Ignore Me] #36 | |||
Staff Sergeant
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Do not reduce the cost of certifications over time, unless you replace those certifications with new content. Do not let characters increase themselves past BR20/CR5. Instead, make use of their extra experience points to put it towards something that improves sociability, such as non-gameplay modifying redemptions (skins, models, decals, etc.) Anything that can be done to keep the core foundation intact whilst increasing teamplay and sociability will make this game better. If they give this game solo play, I don't think I'll be sitting around for too long. Reclusive behavior in an MMO will destroy it's community. |
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2011-02-25, 02:13 PM | [Ignore Me] #37 | ||
Malvision
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I agree 100%... players should not be OMA's.
People should have to commit to play a certain roll. (pilot air/ground, medic, sniper, engineer, ninja, advance weapons etc). A career class of sorts. You should be able to change it like the current system of re-certing with a cool down period. But nothing more than that. Last edited by Miir; 2011-02-25 at 02:45 PM. |
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2011-02-25, 02:13 PM | [Ignore Me] #38 | ||
Corporal
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What if instead of falling straight down when you hot drop they fall in an arc depending on the speed they were going when they drop. The damage done would be depending on how fast they are falling forward.
ex/ mos at low altitude going extremely fast will die when he hits because lots of forward motion A galaxy that stops over a base drops every does no damage because no forward motion. a mos going kinda slow hops out at high altitude would be hurt very little or not at all because his forward motion would slow as he fell. This would make it harder to aim a hot drop and slow down vehicles so if your doing a strafing run in a mos and get shot to bail you will die anyway. If your hovering and you bail you wont die but since your hovering your mos will die very quickly and wont be able to really kill many as long as there is AA. This solves i few problems i think. Thoughts? |
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2011-02-25, 02:29 PM | [Ignore Me] #42 | ||
Sergeant
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Ray, this is not really the thread to argue hover aircraft or not hover aircraft so I'm not going to push it, we simply disagree. I was simply answering the question about drivers not being able to bail from tanks until they stop when people do it from planes all the time. I personally want the pilot parachute - a big purple one for me.
One man army and how to reduce/eliminate this was the topic in case you are wondering. |
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2011-02-25, 02:43 PM | [Ignore Me] #44 | ||
Major
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I agree with the one man army stuff being a big issue.
There is two extreams on one side you have everyone is 100% effective at everything and on the other we need a Tank MAX and some healers to take down the enemy leader... Solo players should have fun, all the time. They, of course, will die a lot but the game play (even when they die) has to be fun. Now when they link up with teamwork they should have MORE fun. That means it has to be simple and effective. (so: sharing of XP, XP while dead, significant base capture rewards, maybe things like more XP when different weapon types hit the same target etc). When I say teamwork I mean everything from shooting the same target as some other random person on your faction to being in a coordinated squad running multiplue vehicles with full voice comms. Last edited by Aractain; 2011-02-25 at 02:46 PM. |
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2011-02-25, 03:21 PM | [Ignore Me] #45 | ||
Limiting what players can do isn't going to force good teamwork. Bottom line is, it doesn't matter what players can or cannot do, good teamwork is still just that. Either it is there, or it isn't.
Limiting certs isn't necessarily the answer either. It doesn't matter if you can fly or drive every vehicle in the game, you can only do one at a time. Rather than tightly limiting the number of things you can cert, they may want to consider how some of the equipment works. If ReXo had only 1 large weapon slot, and 1 rifle sized slot, you wouldn't see HA/HA or HA/AV. Another thing to consider would be removing the self application of med and engy tools. Make some changes to the way things are balanced. Don't limit soldiers to roles that feel as restricted as classes. This is a video game. Let characters advance as far as they can go. Again, there is nothing wrong with eventually be able to learn it all as long as all of those things are balanced properly.
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Last edited by EVILPIG; 2011-02-25 at 03:23 PM. |
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