PlanetSide Universe - View Single Post - "Endboss vs competitive combat"
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Old 2012-05-28, 08:44 AM   [Ignore Me] #25
Stardouser
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Re: "Endboss vs competitive combat"


Originally Posted by Mechzz View Post
Figment's point is more general that, I believe!

I believe he is saying "beware putting individual strong units in a game where most players have a low level of organisation and are playing in relatively weak, low-crew configurations"

That warning applies to PS2 as much as it did to PS1, and they failed to "get it" in PS1. So a warning is warranted.

There's a thread going on just now where people are moaning that it will be too hard to take hexes outside of the zerg, so "just popping over to cap the 10 hexes the enemy is harvesting resources for their mega death machine" may be easier said than done.

If we have to put AA on every vehicle we have, then we will get pwned by AV-wielding grunts and tanks on the enemy side. And that is Figment's point when it boils down to it - single overly powerful units can seriously destabilise the game.

SOE need to be very careful on this.
I have often thought that powerful multicrew assets show be slow, less maneuverable, and BIG. The problem, then, with a Galaxy Gunship, is not that it has multiple gunners, allowing it to deliver deadly concentrated fire, but that it's the same size as a Galaxy. I would think that something which performs the GG's role should be physically a lot larger, which would make it sluggish to turn, climb, dive and accelerate, as well as providing a big target to shoot at, which means that you don't necessarily need AA weapons, but that if it flies too low it will easily be hit by every tank gun for 600 meters.

And that's why I've always thought outfit airships with multiple gunners would be fine. They would be so big tanks can hit them with their regular gun despite bullet drop, and easily swarmed by mosquitoes who attack them from directly above or below(where their gun blind spots are).
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