PlanetSide Universe - View Single Post - PS2 is much better now
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Old 2014-10-19, 10:05 AM   [Ignore Me] #4
Mordelicius
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Re: PS2 is much better now


Originally Posted by DarkSkyes View Post
I have to say I was on the bandwagon with a lot of people on this form about PS2 not living up to expectations and felt like I had been conned when they said a "re imaging of planetside 1" I played all through beta and just could not get into it at all.

I have been playing for the last month and I have to say the game is a lot of fun now. It seems to run much better on my system and friends systems. The new infil cloak allows you to see them if they move (like PS1)

The massive zerg fests are still around but you can pick and choose your fights and quickly get around the map using the redeploy function to pick smaller fights.

Hossin is awesome, the base designs are much better and a lot more fun. I like to play solo often and re secure bases often with 2:1 pop against, I find that a lot of fun and rewarding and the game allows me to do that now.

Yeah, I am really starting to get into it now. Would be good to see the old faces back!
The fights are great again almost like after the post-Liberator nerf this year. Some areas they need to pay attention to:

Stop fixing things that aren't even broken - Stop with the random twiddling of the knobs. My list on this thread (http://www.planetside-universe.com/s...ad.php?t=58373) is limited to 2014, but they've been doing this since launch.

Mouse Input/Hit Registration - The mouse input fix they did was a good as it ever got then got messed again with the "PS4 code merge". Also the hit registration is really awful atm. It feels like the infantry gun ttk has increased severely.

Faction Balance - They really need to really tone down the Magrider's ability to dance and glide over almost any hill/mount. These things can sit on on a mountain and strafe shoot or hide/shoot exposing very little of their body. Too overpowered and dominating with no weakness whatsoever. It's a perfect tank.

Another problem is boosting through high wall. If you know what Ymir Biolab satellite base in the east with high, steep walls? The VS easily boost their Magriders and ruin the fight. Magboost shouldn't be a burst ability. It should be flat acceleration over time. This ability is being used to get to places like base roofs.

The worst part of it is the PS2 Devs' attitude towards the Magriders. I was watching a WIP stream and the dev basically said the Magrider will boost over here on top of the mountain overlooking the base/spawnroom but Magriders will be Magriders. It's as if they can't or won't do anything about.

Half of the problem with the PPA is the Magrider's ability to boost practically anywhere and spam every fight. It's no wonder NC and TR generally avoid Hossin. You're always fighting a Magrider at an elevation.

Redeployside - Redeploying need to cost resources starting from middle distance travel up to the highest at the furthest.

Resource 2.0 - I never complained on resource 2.0 because they said what they did was the foundation for the things to come. But atm, everyone can pull any vehicles they wish. While players seem to enjoy this, it invalidates the importance of holding territories.

I know they plan to remedy it soon, but the grenade spam is caused by the flat and steady resource ticks. It's not just the grenade function but the ability to acquire it is what they need to regulate with resource mechanics.

Lastly some personal Sunder rant: Please fix the delay when deploying the Sunderer. It's innane that there's this long delay before you one can deploy it. In a middle of a fight, every second counts, because while you're inside you can't repair it when it's under fire. It's already hard to find a good parking spot while under fire when attacking a base due to the silly and senseless No Deploy Zone.

Another messy thing about sunderers are it's ability to spawn players under it. So these players spawn under the Sundy then die. They get ressed, then die again. All the while giving the Sundy owner teamkill warnings . In the middle of a fight, where you got a spot hidden from line of fire and surrounded by players, you have to constantly reposition your Sunderer (especially when it's on a slope) to prevent this. Finally, there's the seat ejection bug when you exit on a slope. This is a pain in the middle of a fight, instead of exiting and repairing your sundy, you exit and die while they c4/mine/rocket/AP spam.

Oh and I forgot, the Halloween Event. I only participated on this event once and got ZERO pumpkins and avoided it ever since. I know they increased the spawn rate of pumpkins but what's lacking here is better gameplay mechanics.

Next time, player should be allowed to pickup the pumpkins (or any event-themed item) and carry it back to the Warpgate for a faction score. There's really not much player vs. player interaction with the current pumpkin hunt. Lower the pumpkin spawn and once it is picked it, the player holding it would be shown/tracked on the whole continental map at all times. That player will be hunted down. If the player carrying it dies, the pumpkin will drop to the ground and disappear from radar once more until it is picked up once again.

Now, I don't know if that's technically feasible but it's a better pvp meta gameplay. What will happen is players will go in groups and coalesce and coordinate to hunt these Pumpkin carriers before they reach the warpgate. On the flipside, players will also go find and escort these pumpkin carriers back to their warpgate. Limit pumpkin transport to ground vehicles only.
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