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2014-08-05, 03:43 AM | [Ignore Me] #1 | ||||
Sergeant Major
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Also, asking me to provide sources and data is dumb, considering I've yet to paint my claims as objective.
I don't see how flak armor mitigating explosives is all that relevant. With that same logic, you shouldn't be bothered by snipers since merely staying indoors or not standing around when outdoors will almost completely nullify a sniper's ability to one-shot you. Just about everything in the game that can kill you can be mitigated, either by via upgrades or by changing up your play-style. Last edited by BlaxicanX; 2014-08-05 at 04:06 AM. |
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2014-08-05, 06:52 AM | [Ignore Me] #2 | ||||
First Sergeant
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I cant buy, equip and wear a room.
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2014-08-07, 02:16 AM | [Ignore Me] #3 | ||||
Sergeant Major
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The only difference between getting killed by a sniper and getting killed by a heavy assault is that sniping takes more skill. - - - - - The new resource system is pretty lulz. Has anyone else gotten the chance to experience the thrill of organized, platoon-level abusing of the fact that we pretty much have unlimited resources now? At +50 resources per minute, you get back the resources spent buying an MBT in ~5 minutes. So you can basically spawn an MBT or equivelent once every five minutes... forever. I was playing with HMMRD(sp?) last night, and the Platoon lead had all 48 of us spawn ESF's and air raid enemy zergs 6 times within the space of one hour. Last edited by BlaxicanX; 2014-08-07 at 03:09 AM. |
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2014-08-07, 07:35 AM | [Ignore Me] #4 | |||
Major General
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Last edited by Crator; 2014-08-07 at 08:25 AM. |
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2014-08-10, 02:58 PM | [Ignore Me] #5 | |||
Lieutenant General
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Resources sounds nice at first, until you realise that you can't really campaign for resources and whatever empire is "lucky" to have more resources and thus expansion power, gets "more lucky". It's a bit of a domino-stacking effect. Something from the previous page: Making changes to say Lightning speed won't stop traffic jams, since the tanks are played solo. Thus they're nothing more than mobile turrets. A mobile turret causes a traffic jam when it stops to fire. It's as simple as that. It stands still. A lot. Give a vehicle a dedicated driver and that driver will keep it moving because it got little else to do, unless it's camping. In which case you should make sure that a large stationary target is not only easily hit, it should suffer from attrition. So you shouldn't give its occupants super-fast, infinite repair... |
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2014-08-09, 06:28 PM | [Ignore Me] #7 | |||
Major
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Also, I doubt you have any criteria either for what's 'objective' or not. What's your criteria for being objective or not objective? You will say 'data'/'source'. I ask you for this 'data'/'source'. You can't come up with any. So nobody is objective according to you, including yourself. What's your criteria for being objective? Lastly, if my thread wasn't clear enough, the numerical order of my examples is the order in which they are implemented in 2014. So, I just put the lanes the last because it's the last to be implemented was the new Ti Alloy lane. |
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2014-08-10, 03:06 PM | [Ignore Me] #8 | |||
Lieutenant General
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Instant death (coming from all directions) means there's no actual dueling time, at all. Do you remember how much people enjoyed the Flail in PS1? People expect a kill on them to take effort. Skill. If all it takes is you popping your head out for a second, then they don't perceive this as skill, but as the game doing the killing for you(r opponent). Thus it's boring. There is no chance for tension to built up. No chance for adrenaline to start pumping. When I was in a firefight in PS1, my blood was pumping, I was using my brain to seek the best cover, the best timing. Every option to turn it into a win in those few seconds you got. If you get no seconds, that entire process is just not there, you just sit there "oh". And people don't like to just sit somewhere going "oh" and having to run all the way to somewhere distant (say up a 240m cliff) again, just to be instantly killed, again. It's boring. So what you need to do, is ensure people, even those new to the game get into firefights that last long enough for them to feel they've done something or had a chance to do something. Who enters a lottery where you know you're probably going to lose? |
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