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Old 2014-06-03, 07:58 PM   [Ignore Me] #61
bedzike
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by Effective View Post
Try to keep your replys out of the quote box.

1. Thanks for reminding me, remove free rexo.

2. 15k CEP decay a week might not be quite what we're looking for. There would need to be a timer before decay begins to occur since your last base capture. Fast enough that you could keep CR5 permanently but not slow enough that you could have a whole squad of CR5's.

3. You can't really tone down BFR's/GG's/Flails without making them useless. That's just the kind of vehicles they are. Game would just be better off without them

4. As far as bugs are concerned, it would be better just to fix as many as possible to prevent abuse.

5. Max armor - I'm fine with either making it so normal bullets apply damage to max units. But my goal was have it so that max's take HP damage and not just armor damage. The idea is that someone can't use a max suit with 1 HP and therefore get a free card to life.

6. My concept would be the max suit is 3 cert points. Additional weapons cost 1 point each, and you must purchase the AA weapon before the AI weapon. This would make it a 5 point cert. I think 7 cert points would be too expensive.

7. Max units don't need darklight. Cloakers already don't have any tools to really deal with them except for hoping they stand still long enough to be boomered twice.

8. Yes, a resource for max auto run would make it like surge. Finding a sweet spot for how long they could run would be the difficult part.

9. AOE from max units doesn't need to be outright taken away, the goal is to simply make it so that they're better suited for CQC combat.

10. Aircraft as they are in PS1 are simply too powerful without many downsides. The fact that they're so powerful is why the game is flooded with a ridiculous amount of AA. Rebalancing aircraft would allow us to remove some of the excessive AA tools and better balance other tools in the game.

11. Radar virus rework - I'm not sure if you're saying AA currently works in disabled radar virus (which I know it doesn't), or if you're suggesting that be the rework. That is a possiblity, but I think more could be done with it.

12. As far as losing the virus upon leaving the SOI, if you don't have a spawn point in the SOI then you've probably already lost the base. This actually gives me a good idea though. A rework of how the respawn system works, I'll explain at the bottom

13. I feel pretty strongly about simply making it so that virused CE simply is disabled permanently or under the same conditions as base viruses (leaving the vicinity removes the virus) .

14. I think CUD and REK should stay seperate tools personally.

15. Striker damage is a possible fix. But I would prefer faster projectiles. Also, the reload animation is not fine. When you reload it blocks the middle of your screen, it actually breaks your missile lock.

16. Phoenix's issue isn't it's damage. Faster projectile speed, and allowing you to get out of camera mode/reload without exploding the rocket would be good starts to give it better useability.

17. Lasher's damage isn't an issue, it already deals more damage than MCG.

18. instakills on a weapon that already excels at shortrange is silly, no.

19. On cerb turrets, I wasn't just talking about them. I'm talking about removing all upgraded spits + AA wall turrets. Reworking aircraft would allow us to remove the rather excessive amount of AA that exists.

20. 3 Certs is fine for the a combined Fort + Assault CE without upgraded spits in enemy SOI's + upgraded AA wall turrets. On that note Assault turrets need a buff.

21. Sensor disruptors indoors would be ridiculously op

22. No, lodestar still would serve a purpose of moving absolutely enormous vehicles + providing a strong repairing station. When was the last time you've even seen someone carry an AMS in a lodestar?

23. Second wind still goes against the original premise of a BR 1 being able to defeat a max BR with equal footing.

24. Hence why I suggested increasing stamina drain on audio amp. Not that it's OP just too good not to use.

25. I don't see why it should be free at BR 1. ET That is.

26. That's why I'm suggesting to buff those implants to make them worth using.

27. Darklight should definitely not stay the same. Increasing the charge up time to the same as sensor shield would put cloakers on a more even footing with darklight users. Preventing it's use in vehicles/maxs actually gives them a chance to avoid them.

28. Sensor shield works fine inside mosquito radar unless you take damage.

29. You would hit someone by physics. Bounce it. Removing explode on impact prevents players from cheesing with and just firing at other players feet.

30. Punisher/Thumper ammo capacity really isn't a problem. Plasma from those weapons is useless in comparison to frags.


1. I think free rexo is fine if everyone gets it. or else you cant get reaver at br23

2. timer like how many hours in between each cap?

3. I like the gg it was good idea bad way it was put into game. since u only ever use 1 side

4. but I like the medapps hacks/glitches/bug abusing/ w.e you call it. im trying to get the mcg one or the thumper one......

5. how much hp would go down each hit examples please.

6. oo okay you mean 1 suit different weapons like ps2

7. max can barely turn fast enough to caught a cloaker running full out, need to increase turning speed

8. stamina works but who actually runs in the max anywhere?

9. I understand but it cant be op like it is now have u tried to shot at the ground in a pounder

10. make it slower or decrease the armour or take away shields

11. it should work in a mossie that's what im trying to say. since even if your outside flying around you can't kill anyone in the base

12. can you explain....

13. who infects turrets and who doesn't put a mine next to it.... non vets

14. you only use cud 1 per day that's to os or reveal enemys its just a junk tool

15. okay I like that idea. maybe move the animation to the lower half of screen

16. the camera need to guild which makes u not able to move. unless u use the mouse to guide and use wasd to move your chara back into hiding. and being able to shoot faster will help take down aircraft

17. but it aoe is horrible anymore I loved lasher 2.0 lol sorry but I mained tr and every time I killed a vs you switched weapons.

18. but it cant hit from 10m away and in any combat you either need to hit the 3-4 shots or you lost anyway. im not asking for surgile aka godmode (yes!!!!!!) but it needs to either have a double shot or buff triple again.

19. I like that idea if planes are toned down

20. wished you could put them in bases again...... that was funny in gens but they were op inside but they never used in any battles they cant move and not worth placing down none of them have the range or dmg to kill anything. you get lancer from 1000 miles away cant even see or hit them

21. not like indoors. outside but not all the way outside the walls so the cy

22. who uses a lodestar other then ant runs.... but we use to put amses in them and drop them over the bases or on the dish

23. second wind is just another medkit. so you get 2 medkits in a fight not 1 but if your losing it anyway not going to help much. and if your fast enough u can get off 2 medkits every fight anyway

24. only use it on tr but its op and needs to be toned down into a radius of maybe 5-10m and cant see higher or lower in a base

25. I like to see health and armour I use it on all my toons so I know if I was close enough to beat them or got blown out of the water.

26. but how they are simple things that should not be implants and just be regular abilities.

27. yes or make it that you need to be br23 to have darklight unlocked and use certs

28. it does work normal anyway

29. you could just take away the green effect on plasma so cloakers cant be seen.

30. but what can we do increase dmg or duration of it
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Old 2014-06-05, 05:13 AM   [Ignore Me] #62
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by SgtMAD View Post
Dude, you should have played on Markov, we fought over every damn base on the map there back in the day, we also kept our caps modded up so ppl would leave our home conts alone.
Of course we kept our caps modded up on Werner.

Modding up is not special. In fact, it's rather derpy. Why?

Because if there is no way to destroy the modules in a raid, you let the game do the work for you. You need to have the game do the work for you?


Escorting and placing a module is one thing, but simply being handed an advantage without any behind the lines module-raiding gameplay that allows you to disable this (aside from blowing all linked generators of the bases that pass on the benefits) doesn't really do much.

Placing modules in unprotected bases leads to much more fun gameplay and leads to players actually having to make a decision in which base to install a module. Perhaps even spreading them out to prevent them all being captured, stolen or destroyed at once.

With capitals, the placement of modules is an absolute no brainer: the choice for which spot is obvious and reduces any other positions to "stupid and largely redundant", the links are guaranteed, the modules are guaranteed, they don't have to be manually defended, etc.

Basically, it's for lazy people.

the idea that you never fought over Verica is alien to me, we fought there all the time,even on Gemini,
Never seen a fight over Verica on Gemini. And with fight I mean more than 3 people ghosthacking it and one or two defending it. And I was usualy trying to retain it (as I did with any other base more than most other CR5s).

hell we would lose the fight and then go run the Qumu LLU and clean out the base and resecure,I would get tells from Dart laughing about the stupid VS that would cry about stopping the LLU and yet they would sit in the base watching us kill them in slo-mo on the map

that shit was always fun
Where's the fight at Verica in what you just described? All you describe is that you got overrun and use a gimmick to avoid and circumvent fighting the VS in Verica.

Apparently: you don't win a fight over Verica, you let the game win the fight for you. Are you really someone who prides himself in needing the game to win the fights for you?

Obviously it's "funny" to see the capital force dome come up and kill 10-40 people then walk in without opposition and resecure with the knowledge that nobody can stop you due to the shield. But I see it as funny in the "cynical" sense. These people hadn't lost control over the base. Control over the base was just handed over randomly by a third party. I don't call that a fight.

I did plenty of Qumu LLU runs with my outfit. Even on my own. But the point is that there's no actual fighting at Verica. It completely blocked the flow. Qumu, though the LLU run can be hectic at times (usualy it's a bore or impossible), is not an example of good flow. The Qumu-Cetan link is a really akward and annoying backhack link. More often than not, Qumu is locked out as an option by a couple of aircav outfits.

Sungrey - Verica or Qumu-Verica or even Xelas-Verica, next to Cetan-Verica and Kyoi-Verica could be rather interesting links if there was no capital.




What annoys me more though is that they remove bypass options. Holding Voltan with an amphibious BD strike from Ixtab was fun. Defending Voltan against waves of attackers at the forest just east of the Acan bridge (outside the Voltan SOI) was fun. You hardly got those later, because nobody would bother to cross the water from the west till Bitol would be taken and even then the majority of fighting would occur over Bitol-Naum due to it being a LLU and not an interlink. Voltan at least had this last stand thing, but on the other hand, because of that the continent was more often lost than held, since holding Naum-Zotz-Mulac is more important than holding Voltan.

Usualy you could get Voltan through a single strike while the enemy would concentrate on Bitol or Naum, leaving it virtually defenseless as usualy people assumed capitals defended themselves. Worse, capitals were often camped right outside of the shield, because the shield would get in the way to clear attackers. Not in the least because psychologically, to the average lemming, it suggested a false sense of security and incentive to the defenders to just wait inside till the shield would drop and only pop out to get a kill now and then (kinda as boring as warpgate camping).

People standing around, camping and waiting outside of shields is not good gameplay. At most temporarily acceptable as people know it won't be endless wait, but annoying or frustrating nevertheless because you "can't get on with it" (same goes for warpgate camping). It is only acceptable to an extend and to which extend varies for different people.





I'm not against alternate forms of winning, like LLUs vs hacks, but remote control wins aren't good gameplay. Especially not if it punishes those that guard a strategic objective with death. When a continent or cave is captured, the people inside aren't killed. When a capital shield goes up, it does.
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Old 2014-06-05, 05:29 AM   [Ignore Me] #63
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by Baneblade View Post
CR abilities shouldn't be usable unless you are a squad leader. Including command chats.
I'd say this is one of the faults in PS2 (not including the OS). In PS2 command chat is invisible and you might as well be playing as 1/2 squads plus a mindless directionless zerg.

Until you happen to be popped into squad leader where you find maybe 1 or 2 people willing to talk who in any case never say anything much more than 'moving one squad to xxxx'. Whatever there is and there isn't much is all tactics at best and no strategy.

In PS2 there is no community within the empire because those horizontal comms links in the main do not exist (defining intra-outfit comms as vertical), in fact empire loyalty as a whole is becoming blurred, it certainly isn't as fierce as it was in ps1.

PS1 had command rank functions defined well, I think people haven't appreciated the importance of them. PS2's alternative just does not work.

I'd say touch the command rank system at your peril.
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Old 2014-06-05, 08:39 AM   [Ignore Me] #64
bedzike
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by Baneblade View Post
CR abilities shouldn't be usable unless you are a squad leader. Including command chats..
you can switch squad lead in about 3 secs. just type /promote and still be able to set off a cr6 os in a courtyard or just make squads of 2 and do it that way. as an outfit. there is always a way around things like just squad lead abilities in a game like planetside where the changing of place and leaderships is so easy
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Old 2014-06-07, 06:56 PM   [Ignore Me] #65
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by bedzike View Post
1. I think free rexo is fine if everyone gets it. or else you cant get reaver at br23
Says it all really.


If it became open source, i would -

1. Take gameplay and equipment back to pre-core combat. Keep the caves, links and mods though if possible (although changes needed, like NO aircraft in caves).

2. Remove Heavy Assault, at least initially. If you want to retain new players, you need to not be smashing their face in.

3. Increase timer on AV/AI MAX's whilst HA is absent. They then become the new HA, but not spamable.

4. Remove the option to bail from Any pilot seat, and remove the Reaver.

5. Remove all variants of the Plasma grenade.


The game was supposed to be about squad tactics and strategy. With the small population, most of the vehicles simply are not used at all, because lets face it, the important bits are all inside a structure.

Now its just HA, Reaver/Mossie, bailing and Plasma. Anything to not need to rely on other players, and get you into CQC. There are games now that do that far better.

I imagine 100% of people who frequent this forum will scorn these suggestions, because quite simply the game is currently about solo tactics and strategies.
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Old 2014-06-08, 03:34 AM   [Ignore Me] #66
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


One thing I would like is for the Mini Chaingun to be nerfed. That thing is horrendously overpowered it's not even funny. Also Reavers could be weakened as well. The Gal Gunship is straight up overpowered and should likely be removed or nerfed. I also would like to see Orbital Strikes somehoe changed or removed. I'll post more if I think of anything else.
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Old 2014-06-08, 06:31 AM   [Ignore Me] #67
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by KingFeraligatr View Post
One thing I would like is for the Mini Chaingun to be nerfed. That thing is horrendously overpowered it's not even funny.
Wow!!!

Just...


Wow!!
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Old 2014-06-08, 08:43 AM   [Ignore Me] #68
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


MCG isn't overpowered, it just has the longest range and highest accuracy.
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Old 2014-06-08, 02:51 PM   [Ignore Me] #69
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


^^

Pretty much this. The MCG is more general purpose than the Jackhammer or Lasher and can engage targets MUCH farther away. Considering the issues with weapon balance, it sort of evens out. The downside being you're almost required to cert HA if you play TR.
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Old 2014-06-09, 07:46 PM   [Ignore Me] #70
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by GodlessHeretic View Post
The downside being you're almost required to cert HA if you play TR.
lol?
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Old 2014-06-11, 02:56 PM   [Ignore Me] #71
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


I said ALMOST. Also, i don't think we really need to argue the finer points of weapon balance when we BOTH know the Cycler is terrible.
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Old 2014-06-11, 08:44 PM   [Ignore Me] #72
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by GodlessHeretic View Post
I said ALMOST. Also, i don't think we really need to argue the finer points of weapon balance when we BOTH know the Cycler is terrible.
I must be the only one that can kill more people with the Cycler than an MCG. But I'm terribad with the Gauss.

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Old 2014-06-12, 01:49 AM   [Ignore Me] #73
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


I have another idea. Make the NC a NPC ONLY faction. We'd get better players that way. NC players are a kind of incompetent retard that words cannot describe. They redefine incompetent players. Or you just gut the faction or make it unslelectable. Anyways, something would have to be done to stop the incompetency that reeks from the NC players.

Edit: It doesn't mean that there aren't cool NC players. They're just terrible players. But most are retarded pricks.
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Last edited by KingFeraligatr; 2014-06-12 at 02:09 AM.
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Old 2014-06-13, 07:27 AM   [Ignore Me] #74
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by KingFeraligatr View Post
I have another idea. Make the NC a NPC ONLY faction. We'd get better players that way. NC players are a kind of incompetent retard that words cannot describe. They redefine incompetent players. Or you just gut the faction or make it unslelectable. Anyways, something would have to be done to stop the incompetency that reeks from the NC players.

Edit: It doesn't mean that there aren't cool NC players. They're just terrible players. But most are retarded pricks.
Here's my take on it.

Well, do realise that the NC was the shotgun empire and any NC's dominance came from being superior in indoor combat. During the last balance patch:

- The Jackhammer tripleshot got nerfed.
- The Lasher got buffed (sure, "nerfed" in comparison to Lasher 2.0 ).
- The Sweeper (common pool!) got buffed.
- MCG remained good at all ranges.

Meaning that the NC's HA became relatively weaker against both other HA. Obviously still good enough to fight indoors with, but not as good as it used to be, VS and TR benefitted most from this. Enough reason for some to go play another empire (TR mostly) or quit after enjoying the fights less (being used to close combat pwnage - not going to comment on the amount of spine cause you can still work well enough with it. Just have to work a bit harder which is fine. ).

Outfit wise, NC used to exist primarily from small, mediocre spec ops outfits (who often relied on the indoor superior firepower to get their jobs done) and usualy one major zergfit. The Spec Ops outfits died out relatively fast due to the limited numbers they could field, any loss in players would be felt harder with them. It became even harder for them to compete with other empires when their individual firepower got nerfed and they couldn't handle more players per player with as relative ease in CQC anymore, while obviously not being brought up to par at medium ranges with their HA either.

Worse though, NC also lost its zergfits first. All in all, it lost its outfit coherence and its outfits became less capable of mounting counterstrikes and organisation, as it's harder to coordinate loads of mini outfits often fielding no more than 1-5 players each, than a couple of semi-organised big outfits (like AT and BRTD) with a couple small-medium elite outfits (like DT and TRx).

A few years ago the few elite outfits on NC stopped playing for winning and started playing for farming and "distraction ops" in towers, interlinks and tech plants and really... largely died out or became predictable and less impacting. The elite outfits on TR and VS continued to play both for winning and farming and didn't die out.

Meanwhile, NC command was reduced to irrelevance by the farmfits, countermanding orders aimed to win with calls to simply ignore these calls and come farm a "good fight" (no, they wern't). Morale dropped with that as well and less and less people were available to stop backhacks. With the increased load on fewer people, these people gave up to or simply quit, leaving a handful of people to deal with hacks by the elites from the opposite empire, while the equipment for those elites wasn't nerfed or even improved.

All in all it has left the NC in shambles. So meh. You can complain about the NC players individually, the issue is more the organisation that lacks.



TLDR: Individually the players are just as good, but most don't have sufficient leadership (which is schizofrenic too) or are too splintered over the outfits - if they are in an active outfit - while the elites either don't exist or are reduced to semi-useless farming, the middleground is thinned out. All in all NC can't make a fist, even in spec ops since they relied on indoor pwnage (other empires often had larger outfits to compensate for lacking CQC it seemed: where NC stopped recruiting cause they could handle things, the TR and VS kept actively recruiting. So any balance patch favouring other than NC at CQC would reduce their strength a little bit, possibly enough for low pop situations to become critical and almost toothless).
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Old 2014-06-13, 07:31 AM   [Ignore Me] #75
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Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by KingFeraligatr View Post
I have another idea. Make the NC a NPC ONLY faction. We'd get better players that way. NC players are a kind of incompetent retard that words cannot describe. They redefine incompetent players. Or you just gut the faction or make it unslelectable. Anyways, something would have to be done to stop the incompetency that reeks from the NC players.

Edit: It doesn't mean that there aren't cool NC players. They're just terrible players. But most are retarded pricks.

I know you're new to this game, but you're really going for "planetside's most annoying player" award aren't you? If only roamcell were still around to defend his title.
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