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View Poll Results: Do you like the idea of Variable Fighters in PS2? | |||
Yes, I like it. It fits well in PS2. | 10 | 28.57% | |
No, it just doesn't fit/is too much for PS2. | 20 | 57.14% | |
Yes, I like it, but it needs to be changed a bit. | 5 | 14.29% | |
Voters: 35. You may not vote on this poll |
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2012-06-20, 02:08 PM | [Ignore Me] #16 | ||||
Major
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Well, I now know to never post any ideas without concepts anymore. People start thinking it has something to do with something it doesn't. |
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2012-06-20, 02:42 PM | [Ignore Me] #17 | |||
Sergeant
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legs better than tracks? what have you been smoking kid? |
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2012-06-20, 03:11 PM | [Ignore Me] #18 | ||
Private
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But now consider the forest: your tank can't drive across the fallen log easily without destroying it (in the game, this is impossible) while the walker can simply step over it. I think the problem is that the OP didn't mean 'traction'.
Legs however do have a good advantage over treads when crossing difficult ground. Rarely would they get stuck on a rock, for instance. Or when navigating narrow passes: treads tend to lose out because they NEED larger amounts of surface area to function, even though in softer soils they have an advantage because they have access to it. It's an admirable idea, and could be done properly. I think they should function first and foremost as an Anti Infantry unit, then as an AV unit. |
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2012-06-20, 03:20 PM | [Ignore Me] #19 | ||
Colonel
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Sounds like a nice balanced design that would be fun. I've been rather disappointed with their choice of only including real world vehicles in the game and not using any of the science fiction concepts to their fullest. Starhawk was brought up before in the mech threads. . Sounds similar to what you're describing with the Starcraft 2 vehicle.
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2012-06-20, 04:14 PM | [Ignore Me] #20 | |||
Staff Sergeant
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2012-06-20, 04:14 PM | [Ignore Me] #21 | ||
Major
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I rather like the MechWarrior 4 mech designs, such a fun game, and i wondered if they were making a MechWarrior 5, nope. They are making a MechWarrior MMO, lol. Trying their hand at the big leagues. Hope it doesn't fail.
On Topic: Or the style vehicles the Japanese have in Red Alert 3, all the crazy ones that have 2 functions. Normally 1 ground 1 air. Crazy stuff. |
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2012-06-20, 04:22 PM | [Ignore Me] #23 | |||
Sergeant
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2012-06-20, 06:30 PM | [Ignore Me] #24 | ||||
Lieutenant Colonel
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Maybe if you just told me what this place that they have is instead of just insisting that it exists? Why, precisely, do we need these? |
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2012-06-20, 09:03 PM | [Ignore Me] #25 | ||||
Major
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I concede to you on the idea of ground area, I had forgotten that, yes you are right. But I am also talking about traction when it comes two other things. Skidding and Torque. A tank at high speed can still skid. It may have great tracks, but it weighs so much that the momentum can make it difficult to turn correctly. But that's only at high speeds, and a mech wouldn't be able to go that fast. A mech would have a higher acceleration though, just a much lower top speed. A tank has a MUCH harder time going uphill than a mech, which would be able to reposition the torso and use legs to step up better and gain balance. The game WILL have Torque btw, you can change out mods for better speed or Torque, so a fast tank would have trouble going up an incline. In the end, a mech would be very good for a hilly region, being much more stable fighting uphill.
The place is a fast response ground assistance craft that can turn faster on land than a tank can in order for it to avoid enemy fire. Elevated firing position to fire over smaller obstacles that a tank cannot hit (or firing over the tank). Better torque for uphill combat. Vertical positioning to allow it to use cover better. It's not about being a lone killer, it's about being backup, and that's what it can do. Also, it's fun. If it's not game destroying and it's fun, why should we NOT have it? Add a bit of sci-fi to the game vehicles other than the Vanu. I'm not suggesting anything tall, just 10-12 feet tall. It'd fit in design and gameplay. |
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2012-06-21, 04:42 AM | [Ignore Me] #26 | |||||
Lieutenant Colonel
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We are not blessed with limitless resources here. Everything that gets put in this game consumes time, money, and the opportunity to spend those on other things. And I take exception to your statement that the NC and TR vehicles aren't sci-fi. Putting legs on something doesn't make it futuristic. Last edited by Talek Krell; 2012-06-21 at 04:49 AM. |
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2012-06-21, 10:17 AM | [Ignore Me] #27 | |||
Sergeant
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Thats gotta be the stupidest thing Ive heard all day. Watch this: imagine a walker trying to get up there... they'd fall backwards, or their feet would slip out from beneath them and theyd faceplant the hill. even YOU would have trouble with regular feet. Walkers do not have great mobility. A tank would even get up stairs better than a damn walker! The ONLY type of walker with greater mobility is those from the 40k universe, the Titans... and thats only because they can step over buildings n shit... |
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2012-06-21, 01:56 PM | [Ignore Me] #29 | ||
Private
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No, my apologies, I wasn't clear enough: I wasn't talking about going OVER a log for crossing a creek/river etc, but rather that tanks have the unfortunate tendency to bottom out in the presence of large glacial rocks, sturdier logs and the like. In those situations, a walker has some advantage, because although they have less ability to move in adverse conditions, they also have a less set tread pattern, which allows them to avoid such obstacles due to an increased turning radius and the ability to sidestrafe, on top of the fact that they are (this is all of course hypothetical: no real walker exists to my knowledge aside from that man-powered thing) more capable of getting over small, uncrushable (like rocks) objects, less wide than a tread pattern, but taller than the bottoming out capacity of a traditional tank.
In game (which is really where we should be talking about,) a walker has a ton of advantages as they can get into areas that would be traditionally only accessible by infantry, such as dense forests, thin canyons and possibly the outer-most area of bases (leaving the true interiors to be occupied by infantry-only combat.) If they provide a good Anti Infantry platform, they could be an attacker's version of a max suit increasing mobility in exchange for less specialization (no anti air capabilities) and less armor. In addition to that: they'd make for a nice addition to an air attack, because they'd be able to break off from the group and get to any Anti-air sources that are unreachable by liberator/galaxy guns but too far removed to be worth doing a troop-drop. I know how people think of BFR's, because I quit playing Planetside 1 after they introduced them. This guy's idea however is pretty neat: I see it as a slighly larger, more mobile version of a MAX suit, somewhat like the short-lived exosuit from the first Spiderman movie, with high mobility in exchange for less armor and vehicle-equivalent respawn timers. |
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2012-06-21, 02:07 PM | [Ignore Me] #30 | ||
Lieutenant Colonel
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The thing about variable fighters is that that role is already filled by VTOLs. If it wanted to, it could hover in the same spot as a walker, and kill everything, then fly away. So far the only advantage I hear is that it has as much armor as a Lightning and you can customize the armor on our VTOLs, so it's a moot point.
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