Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Smoke me a kipper, skipper - I'll be back for breakfast
Forums | Chat | News | Contact Us | Register | PSU Social |
|
2012-03-09, 06:39 AM | [Ignore Me] #2 | |||
I had similar concerns when i saw the magically ammo box but i'm waiting to try it as a lot of our planetside gameplay may yet not transfer to ps2. |
||||
|
2012-03-09, 03:07 PM | [Ignore Me] #4 | |||
Sergeant
|
Regardless, I dislike the ammo drop period. Its too BFish and is a major strike against adv-hackers, which was a major benefit at EQ terms and base storming in PS. Which makes me question with the ammo dropping, AoE meds other cheesy things if there are even going to be hackable terms in a base or not? Its quite possible there wont be any EQ terms to hack. Which would possibly eliminate over-max usage within a base capture. Though we didnt see any in the demo makes me think they're arent even modeled yet in game. |
|||
|
2012-03-09, 03:27 AM | [Ignore Me] #6 | ||
Contributor First Sergeant
|
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. |
||
|
2012-03-09, 03:36 AM | [Ignore Me] #7 | |||
Lieutenant General
|
|
|||
|
2012-03-09, 03:41 AM | [Ignore Me] #9 | |||
Second Lieutenant
|
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. |
|||
|
2012-03-09, 03:47 AM | [Ignore Me] #10 | |||
Contributor First Sergeant
|
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) |
|||
|
2012-03-09, 03:52 AM | [Ignore Me] #11 | |||
Second Lieutenant
|
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. |
|||
|
2012-03-09, 04:24 AM | [Ignore Me] #12 | |||
Staff Sergeant
|
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. |
|||
|
2012-03-09, 03:49 AM | [Ignore Me] #13 | |||
Staff Sergeant
|
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. |
|||
|
2012-03-10, 01:07 PM | [Ignore Me] #14 | |||
Sergeant
|
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. |
|||
|
2012-03-09, 04:34 AM | [Ignore Me] #15 | ||
Second Lieutenant
|
Won't pulsars have regenerating ammo? If yes, I'll just play VS.
I like the PS1 need to loot corpses. it's more satisfying that way. Nanites are a cool excuse to not worry about materiel like mozzies costing millions of dollars and being used as a taxi and then junked but I don't want them to become an excuse for EVERYTHING. just a random thought... how about some nanites regenning a few rounds here and there up to a maximum of half a clip? (Does anybody remember "Operation Wolf" from the arcades?) |
||
|
|
Bookmarks |
Tags |
ammo, chokepoints, defending, inventory, resupply |
|
|