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2012-03-09, 03:27 AM | [Ignore Me] #1 | ||
Contributor First Sergeant
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I don't like the ammo pack...
It's too BFesque. It was fun in Planetside to have to pay attention to your ammo, and to organise your behind enemy lines moves to make sure you'd have a way to get supplies when needed. That feeling one had when, during a long skirmish behind enemy lines, you realised that you've wasted too much ammo to kill some guys and that you're going to run out soon... You knew you were screwed, you might even have been mad at yourself, but that was a Planetside moment. You usually only find that kind of things in (good) survival games. Now all it takes is a light assault guy, and maybe a cert unlocked, and you can have easy ammo boxes for at least some time. Meh. Last edited by Sabrak; 2012-03-09 at 03:28 AM. |
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2012-03-09, 03:36 AM | [Ignore Me] #2 | |||
Lieutenant General
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2012-03-09, 03:41 AM | [Ignore Me] #4 | |||
Second Lieutenant
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and the game has to have some sort of resupply mechanic, cause making players suicide when they are out of ammo doesnt make for a fun game, neither does running back to a resupply point that might be a long ways away. they just need to ballance it correctly so that 1 ammo pack does not mean infinite ammo idea: make the ammo pack only replenish at max half of the original amount of total ammo, this would mean the ammo pack would need to be positioned in the right spot and it would increase the need for an actual ammo carrier ( considering an ammo pack only has X amount of ammo in it ) i think this would bring some extra tactical options to the leaders, another thing to take into account when assaulting a base Last edited by megamold; 2012-03-09 at 03:45 AM. |
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2012-03-09, 03:47 AM | [Ignore Me] #5 | |||
Contributor First Sergeant
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Assault guys and ammo boxes are everywhere. Yes, maps are way smaller so you find them more easily, but there will be ten times more players in PS2. Anyway, we'll see how it plays out, but I still do believe that in a game like PS2, where organisation and logistics are supposed to be a key to victory, ammo boxes don't fit. (oops, should have edited my last message instead of posting a new one. Sorry) |
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2012-03-09, 03:52 AM | [Ignore Me] #6 | |||
Second Lieutenant
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i'm not saying ps2 needs to have the bf3 resupply system, i just think it needs some sort of resupply system. and an ammo pack is not exactly a "unrealistic" option i can clearly remember suiciding lots of times when out of ammo when on the front line just because the AMS/tower was to far away. in 2003 this was ok, but i think in a modern shooter its just wrong, you should never have to kill yourself because you are out of ammo. in my mind if you have to suicide for any reason it shows there is a problem somewhere, design or gameplay wise Last edited by megamold; 2012-03-09 at 03:57 AM. |
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2012-03-09, 04:24 AM | [Ignore Me] #7 | |||
Staff Sergeant
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Yes, but why should you be able to resupply yourself without having to move anywhere, whilst in enemy territory, surrounded by an enemy force several times yours? Surely there should be some 'difficulty' modifier in where and what you attempt to do rather than oh-you're-behind-enemy-lines-the-hold-timer-is-15-minutes-instead-of-5. Being able to resupply yourself anytime/anywhere effectively makes where you fight irrelevent, be it 5 regions behind enemy lines or right outside your safe zone. |
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2012-03-09, 04:57 AM | [Ignore Me] #8 | |||
Second Lieutenant
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it all depends on the way they implement the ammo packs, since i think that the idea that ammo packs are bad period is silly, they should just be a little creative with it and make it fit into the planetside universe i think that taking ammo from enemys is more out of place then an ammo pack since ammo is different for different guns, so picking up some ammo for your smg from a vanu soldier wielding a lasher is just ridiculous. so if i would want some smg ammo i would need to look for the dude with the smg and try to shoot him or run between random bodies hoping one of them was using the ammo i need. this would still enforce suiciding for more ammo and suiciding for ammo is a design flaw if you ask me Last edited by megamold; 2012-03-09 at 05:03 AM. |
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2012-03-09, 05:12 AM | [Ignore Me] #9 | |||
Staff Sergeant
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Looting backpacks was a major source of equipment for some playstyles, glue, med juice!!!, med packs, ammo, weapons, ACEs + Grenades. Kill the enemy, steal their stuff and you can last a little longer. Even a swap kit option isn't very good because you're using the kit you are for a reason, I don't want to swap everything else I have because my gun has no ammo. Now it's just, die, get revived(recharging ability no doubt), drop ammo carry on. |
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2012-03-09, 03:49 AM | [Ignore Me] #10 | |||
Staff Sergeant
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PS1 resupply was hacking a terminal at the base you were at or run to the nearest AMS. Now you don't have to move, just drop a box. |
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2012-03-10, 01:07 PM | [Ignore Me] #11 | |||
Sergeant
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I also liked that you could bleed out a Genhold by denieing them Ammo...or on the other side loot enemys to get meds / rep to keep going. This ammo box thing will make the game Spamside again. Its not needed imho. |
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ammo, chokepoints, defending, inventory, resupply |
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