PlanetSide Universe - View Single Post - New Outfits for Planetside
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Old 2013-04-09, 12:59 PM   [Ignore Me] #15
DOUBLEXBAUGH
Sergeant Major
 
Re: New Outfits for Planetside


Originally Posted by RedPower View Post
such a idiot
With replies like this you are proving yourself to be the bigger idiot.


Originally Posted by Warborn View Post
Planetside 2 is a much better game than Planetside 1 ever was.

Half the vehicles in Planetside 1 were shit and useless outside of gimmicks. Harassers? Threshers? ATVs? Deliverers? Deliverer variants? Sunderers? Totally pointless. Only a handful of vehicles were worth it in terms of power per player occupying the vehicle.

It pretended that it wanted vehicles to require teamwork, so MBT drivers had no guns (magrider aside), and yet the most dangerous vehicles in the game -- aircav -- were one-man vehicles. And they could fly. And they doubled as transport aircraft because you could bail from them without dying.

No resources or anything, so everything was even more pointless. Vehicle kills mattered far less in terms of depriving enemy players of the resources to get another tank or ESF, and losing territory was far less important because it carried with it minor benefits. Continent locking was just something that happened and wasn't a real metagame.

Capping bases was far less fun in PS1, because except for biolabs with the gen on the roof, they all had terrible choke points that very often turned base fights into multi-hours slogs. You'd spawn from an AMS, move 10 feet, get mowed down by 20 guys defending one 5' wide corridor, and do it over again, because the only two ways in were meatgrinders like that. If you were lucky you had a big, active outfit and maybe you could do something coordinated that'd make a difference. But if you weren't in such a group, or everyone was offline at the time, or for your average non-outfit player, it was a war of attrition a lot of the time, and got real old, real fast.

"Command" rank, which involved people spam-inviting for squads and then simply running around as per usual collecting CEP, lead to orbital strike spam after a while.

Loadouts were totally customizable, so 90% of everyone on the ground was a rexo with HA/AV, med and armor rep tools, and maybe a hacking tool, whatever it was called. Compared to PS2, where you need to pick classes and team work is necessary because everyone isn't a self-sufficient rambo (although HAs are close) it was bad. Classes > loadout tetris.

Infils in PS1 were also junk. At least in PS2 they're worth a damn and can do more than running around spawn rooms detonating boomers. Could be more for them to do in terms of hacking, similar to PS1, but it's better than either strafing people with a pistol and hoping they don't have darklight, or spamming boomers everywhere.

The list goes on. The only thing that I prefered about PS1 over PS2 is the slower pace of combat. PS1 was a terrible game and its population was always very tiny for a good reason -- people didn't enjoy playing it.
Did you play PS1 within its first 2 years? Most of what you have listed here only became problems once SOE decided to change things. After the first few updates 5 or 6 months PS1 was an amazing game until the Core Combat release that brought increased certs and cert combos.

Back when it was BR20 cap, people had to specialize and work together. You didn't have everyone running around in Rexo/HA with all the support certs just to "support" themselves. People used Sundies and Deliverers because not everyone could afford vehicles with there limited certs. Before they reduced timers and had the timer benefit, killing someones vehicle took it out of the fight for 10 minutes+ unlike PS2 where they can just go grab another one (I have yet to run out of or get low enough that I couldn't just grab another tank in PS2). Command did eventually get out of hand, but for the most part only outfit leaders and officers that actually commanded had CR5 in the early years.

As for the rest all I can say is "to each there own". While I also prefered the slower pace of combat, I disagree with you on the rest of your gameplay gripes. I preferred the custom loadouts to the classes, the ability to choose what I wanted and how much of it is a lot better than being forced to take a grenade when I'd rather have more ammo or an engy tool.

Capping bases meant more because you actually faught for them. Every single base in PS2 is like Amp stations in PS1, camp the doors with vehicles and wait out the hack. I prefer the tunnels and big rooms of PS1 to the small rooms with no protection from vehicle camping of PS2. If you only followed the zerg some bases in PS1 could get very boring, but everything from squad vs squad sized to 60 vs 60 was great.

As for infils, only reason I've played the class in PS2 is for sniping. They could do more in PS1 than they can in PS2, sure they couldn't carry as big of a gun (which is a good thing) but they could sneak in behind a big fight for gen drops and ghost hacks. Those were much bigger blows to the enemy than anything they can do in PS2.

As for the pops, online gaming as a whole was still pretty small back then, high speed internet was just starting up, and SOE didn't put a single dollar to marketing the game (something they did a decent job with this time). Pops were fine until BFRs + WoW releasing at the same time more than halved them. PS2 is doing great though right, so well infact they had to open more servers to meet the demand... oh no wait, they already merged them 4 months into its lifespan.

Whats left on that list? I could go on and on too.
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