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Old 2011-09-16, 07:48 PM   [Ignore Me] #4
Bags
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Re: Planetside 2 Information Thread v2.0


Planetside Webcast 1/26/2012
General Customization
- Vehicles will have three areas + guns that can be customized
---- a performance slot (speed, accel, etc)
---- a defensive slot (armor)
---- a utility slot (EMP, smoke, flares)
---- So, for example, the Sunderer will have five gameplay affecting customization slots
- The guns do not have to be the same type
- EMP disables mines and shields

Quad

- The Quad will be able to have cloaking or a 50 cal machine gun or a rocket pod, and will be able to unlock turbo.
- The Quad will also have a handbreak

Sunderer
- If a Sunderer and Vanguard collide headon, the Sunderer will win, while both vehicles take a lot of damage.
- Sunderer will have a horn

Lightning
- Lightning is a one man tank
- Role is still a "strike tank", but way more versatile; will have the best vehicle AA weapon
- Weaker than a regular tank with rear vulnerabilities; running away is risky
- Possibly empire specific weapons

Liberator
- Nearly has overlapping weapon fields of firing
- Don't need to get directly above the enemy
- Three seats; a tail gunner
- The Liberator was changed from a bomber to a gunship to make it more active for the gunner. The end result firepower-wise is supposed to be the same

Galaxy

- AMS alone as a vehicle was kind of boring
- Galaxy gave more options
- Cloak bubble doesn't work due to size
- More fun to defend it than to try to hide it; becomes a new battle field objective
- Will have more defense weapons while deployed; 4 gun seats. Guns don't change location based on deployment
- No reason to stay in the pilot seat when landed

A lot of things will change with BETA feedback; this is all "in theory" right now, it's what works right now. Once players get their hands on it, they may change mechanics.

1.28.12 AGN With Higby


http://www.twitch.tv/agntv/b/306877601

Question: How will urban combat be incorporated?
Higby: We have a couple diff plans for urban style combat. One of the keystones of our facility design is building them out so they're much larger overall footprint. There's sort of like an urban warzone that surrounds the facility itself. Another way, way further down the road, will have continents with a lot of urban combat; ie a lot of cities. At launch, the concept of "in your face" urban style combat in our facility fights.

Question: Has the feedback on ironsights changed or influenced how you plan on implemtning them?
Higby: We will still definitely have them. WE haven't backed away from the idea at all, but a lot of the feedback has been ways to do it that wont' take away from the PS gaming experience, and that has been very valuable. The feedback from PSU and Twitter has been very enlightening. People bring up issues with things that we'd have no idea they were upset about. We were surprised so many people were upset by the lack of vehicle animations.
A lot of it has been figuring out what iron sights mean for our game; what kind of advantages they give you. It was very split on people who like it, who don't like it, and were meh about it.

Question:
New information on the max capabilities?
Higby: Most special abilities are locked down; the Vanu one isn't. We are trying to figure out an empire specific ability to give them; it's a balancing act between what the empire already has and what we want them to have. We have a lot of different options. TR will have lock down, NC will have lock down, and they will all have a generic charge ability.

Question: How will the territory system work?
Higby: 13:08


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Last edited by Bags; 2012-01-29 at 04:15 AM.
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