PlanetSide Universe - View Single Post - Does the shallow TTK shortchange the Depth this game could have?
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Old 2013-01-17, 06:45 AM   [Ignore Me] #16
Mietz
First Sergeant
 
Re: Does the shallow TTK shortchange the Depth this game could have?


Answer: Yes. Been saying that since beta.

If you pay attention in the game, PS2 isn't -actually- designed for tactics and positioning play, just like COD doesn't induce that.

Why? Because death is meaningless, respawn timers too short and gameplay too fast.
If you want a tactically deep game with this whole positioning and "hurhur outplayed you by shotgun in the back" you need to be closer to a sim than you are to an action game.

PS2 took the sim-y elements of recoil and extremely short TTK (~600ms on most guns) and paired them with the COD run-and-gun element.
Its a hodgepodge of mechanics that doesn't really make the game fun on any level:

RPG Elements:
Certs
Bullet DMG
COF (random)
Bloom

Sim Elements:
Recoil
Flinch
Projectile Drop
Damage Falloff

Action Elements:
Regenerating Health (shields)
Short respawn
Infinite Sprint
Viable Hip-Fire

By the developer words themselves, they wanted to make "BF3 on crack", and they succeeded, except that this playstyle "on crack" isn't really conductive of tactical and positioning play.

Rather, it translates into lucking out to find enemies not looking in your direction.

There is no element of picking the right tool for the job for example, infantry guns are mostly same-y, even with the varied "stats" they have.

If PS2 wants to be tactical, you would need to go the route of Arma or BF2 Reality Mod.
Otherwise tactics can not be executed, because "outplaying" an enemy or a group of enemies means dropping C4 with an LA jet-hopping on houses.
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