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PSU: Makes wide right turns.
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2012-12-17, 05:34 PM | [Ignore Me] #16 | ||
Contributor Major
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This thread makes me sad.
I frankly don't have anything to add to what anyone else has said.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
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2012-12-17, 05:58 PM | [Ignore Me] #17 | |||
Lieutenant General
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And he shares the opinion of PS1 vets and no, he was recruited on showing initiative, not on how much PS1 he wanted in PS2. :P So much for the "new players aren't anything like us, the game must adapt" theory some people have always clinged to for defending "it's a different game", what? |
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2012-12-17, 07:01 PM | [Ignore Me] #20 | ||
Major
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They don't want static defense where kills can be farmed. Players will earn XP too much and they lose out on that.
The best solution is to allow the great XP-kill-cooldown mechanic. Basically, each players should only give XP after 2 or 3 minutes after dying. The player who died also wouldn't get kill credit 2 or 3 minutes after death. With this, they can make the tightest defensive bases and still prevent all the kill farms. This also makes player avoid death since they won't be able to get xp if they keep dying. Of course they have to adjust the Cert points commensurately, but I think this would be a better mechanic. Lastly this will dissuade all the Aerial kill farmers. They have to wait 2-3 minutes before they can farm all those infantry they just spam killed. |
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2012-12-17, 07:23 PM | [Ignore Me] #21 | ||
Lieutenant Colonel
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This, there was actual logic with the platoon loadout I put in my last post specifically designed to counter an active defense of the skydock, based on experience and game knowledge.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2012-12-17, 07:49 PM | [Ignore Me] #23 | |||
Captain
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Because taking the skydock felt f-ing awesome. When you won you felt like YOU WON. All the AA and ESF's from both sides harassing and protecting the Gals. And the selfless GAL pilots picking up their platoons along with the parts of the zerg. It took coordination, team-play, and All the elements of the game to succeed and it FELT GOOD to take it. It felt like winning when you took it. Now? park AMS at jump point and rush numbers until you take down their AA and then let the LIBs camp their spawn... yeah another *yawn* PS2 style victory. |
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