Originally Posted by Figment
Some other things I'd like to hear the new player opinions on:
- Emersiveness (menu's as pop ups rather than taking you out of the game and things like certification point spending being tied directly to consoles in the game)
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Eh, I don't know...
Menus are kind of annoying to constantly need to tab out and reposition just to read, but with third person view it is rather preferable to a single pop-up that leaves you a sitting duck.
I don't mind Certifications needing a Terminal to learn, but is there any way to check unlearned Certs without heading to one?
Kind of annoying to head all the way back to the Sanctuary or whatever specific Facility has them just to check what I could get.
Originally Posted by Figment
- Consistently present chatwindow / killspam combi
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Meh, I found the chat controls rather clunky, but that might just be me dealing with its old interface.
Originally Posted by Figment
- Having to repair and heal one another instead of automatic regeneration
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Uh, Figment, aren't you forgetting Medical Terminals?
Originally Posted by Figment
- TTK comparison
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Honestly... Not that much higher from my experience.
Yeah, it's a bit slower due to the hit-scan random nature of weapons, but I was still getting gibbed in about the same encounter speed.
Originally Posted by Figment
- Tension and adrenaline rushes experienced
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Way more exciting by far!
I don't know if it's the threat of Instant Re-secures, or the fact that bases actually have segregated Interiors allowing a few Infantry inside to actually be a real problem.
Originally Posted by Figment
- How downtime feels
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With the higher levels of excitement downtime is actually a welcomed break to allow one to recover.
The much wider, stabler Front Lines also allow for this to happen naturally after an assault has been repelled, greatly reducing player fatigue.
Seriously, I played from sometime late yesterday afternoon till 9 this morning!
Admittedly that could just riding a new game buzz, but it does help that a base isn't going to immediately going to flip control just after you spend an hour defending it.
Originally Posted by Figment
- Travel time and preparation time
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Travel on foot is a bit of a slog, but it does help sell the vastness of the play area.
I can understand why the Vets complain about Planetside 2 being so cramped, the Original Continents feel about 50% larger in comparison to the Player Character.
Prep time is all right considering you actually have an Inventory to Manage rather then various alterations and attachments of the same things.
Do like stocking the Trunk of whatever I'm driving with extra ammo, so when I lone wolf and leave my ATV lying about someone can get into it to resupply.
Originally Posted by Figment
- Combat Engineering (minefields, turrets, etc)
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Haven't gotten to the point where I could use it, but DAMNED is it nice to see effective CE.
Minefields are actually FIELDS, I think you can cover the huge gate of a Base with two rows, and you can put up TANK TRAPS to create a funnel!
Automated Base Defensive and Spitfires are also great, they make an empty base actually have some challenge to approach instead of just going around capping in a Vehicle.
...Also, DOORS ARE AWESOME!!!
Why do we not have hackable door shields to, you know, keep people from just waltzing into bases?
Originally Posted by Figment
- Tutorials (have you managed to find them in game? -> character pop up: training missions)
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Someone in Command was kind enough to repeatedly mention them in the TR Chat, and it certainly helps considering how much different and various the controls are here.
Alternate fire modes that actually do something Different are WAY better then needing to constantly switch between two barrels on the same weapon.
Originally Posted by Figment
- SOI restricting drop pods (HART building in Sanc) vs Spawn Beacons in PS2
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Very much welcomed honestly...
It's nice that an Attacker can't just land an entire squad within your walls, because then the walls can actually be useful instead of eye candy.