PlanetSide Universe - View Single Post - Anyone else worried about the Max?
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Old 2012-06-05, 08:29 PM   [Ignore Me] #37
Haro
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Re: Anyone else worried about the Max?


Originally Posted by 2coolforu View Post
The problem was I rarely saw MAX units getting killed by 1-2 infantry unless they were really terrible, however even obviously competent players were quickly dispatched against MAX units in situations where a MAX really should lose e.g. outdoors and from flanking attacks.

The reason was because the MAX unit has no turn rate limiter like it did in Planetside, that was the main 'teamwork' aspect of a MAX as it needed troops covering the flank, or a few MAX units coordinating to keep the arcs of fire covered. Now MAX units gain all the bonuses with none of that tradeoff seeing as the units we saw had some kind of regenerating ability and only the medic class has the ability to heal at the moment. The only thing they really sacrifice is the ability to hack and the ability to commandeer vehicles.

I mean, yes MAX's should win a straight up fight against an infantryman but they shouldn't out damage, have more toughness and have equal maneuverability. The MAX worked well as a slow, tough bulletsponge with a damage output pretty much equal to that of the infantry - perhaps even lower damage than the heavy infantry weapons. They were for breaking defences and taking the major hurt while the faster infantry moved in and flanked. Right now they seem to be a killwhores dream as they do more damage, take more punishment and have no restriction on aiming/speed.

As for alpha, I'm just pointing out the stuff that I think will be unbalanced when it comes to real play.
No no, I agree, I think we could very easily see some more tuning, and I'd be fine with that. I was just pointing that there are many more strategic factors that will help limit max usage that were absent from the game. Like I said before, I think it's really hard to judge balance just by watching people play, but it did seem that they played very fast and, when used properly, they were absolutely beast. I wouldn't exactly mind that if they had other limitations, like a cooldown on respawn or limitations on where they can spawn. Once we also see their larger mobility get taken away when they're limited to normal vehicle rules, we may find that they balance out a bit more.

I just find that the scenario of the demo itself (not really a whole lot of impetus for capture, relatively small playing area, lax rules) may have benefited the max more than the actual gameplay balance itself. We'll only know for sure in beta (which can't come soon enough.)
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