Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: so much to spam, so little time
Forums | Chat | News | Contact Us | Register | PSU Social |
2012-07-10, 10:09 AM | [Ignore Me] #46 | ||
Staff Sergeant
|
I argued for that side to get rid of it because it is use like a handicap for grenades if they could take that out i would love it. Just chucking a grenade in and waiting for the click or beep that you hit some one makes it unfair and kind of like a wall hack??? I support people that camp the objective because there trying to save there team by not allowing the enemy any way to get to the check point.
|
||
|
2012-07-10, 10:53 AM | [Ignore Me] #47 | |||
First Lieutenant
|
IMO there should be hit indicators for direct hits tho. This is especially important when going up against opponents that take several hits to take down. For example, from the E3 footage it looks like it takes anywhere from 20-30 rounds with an AR to take out a MAX. Even HA troops seemed to take something like 10 or so hits to kill. |
|||
|
2012-07-10, 02:56 PM | [Ignore Me] #49 | |||
Second Lieutenant
|
Planetside 2 is an arcadey, sci-fi shooter. It's 100x the pace of both of those games combined. It doesn't even have prone. Hit indicators help remove the clunkiness of shooting an opponent. You can't just sit there and observe if you've hit your opponent or not. The game is to fast paced for that. Pretty much every shooter that isn't trying to have realistic gunplay and shooting has hit indicators because they streamline the action a bit and keep the pace up. You want to implement features from other sub genres with a whole different focus than what Planetside 2 has. Last edited by wasdie; 2012-07-10 at 02:58 PM. |
|||
|
2012-07-11, 08:36 PM | [Ignore Me] #51 | ||
Corporal
|
Main reason I argue against hit indicators is because of its potential abuse against legitimate night tactics and paid-for camo patterns, not because of a general "hurr hurr COD has it so it must be bad derpyderp" mentality. And yeah, PS1 had hit indicators, but PS1 also had very little concept of camouflage besides infiltrator suits, but I feel that was balanced by the fact that they had permacloak.
Although I admit I hadn't considered lag in my initial thought process, I feel there better ways around it. For example, instead of a hit indicator flashing when the server registers a hit, why not spawn a small blood puff when and where a hit is registered? You'd still know if you hit someone even with lag, but doesn't give a gift-wrapped confirmation for those not fully attentive during night or camo fights. Note: I have no problem with hit indicators to inform about friendly fire. |
||
|
2012-07-11, 11:12 PM | [Ignore Me] #52 | ||
Corporal
|
Either way be them in or out, ill be cool with either.
But this whole COD argument is silly, hit indicators were around wwwaaaaaaaaaaaayyyyyyyyy before those modern things existed. Back when every shooter was WWII based. aaaaaahhhhh those were the days. I remember complaining about all the WWII games, the fool I was. First time i remember seeing hit indicators was return to castle wolfenstein. long time ago |
||
|
2012-07-12, 12:12 AM | [Ignore Me] #55 | ||
Sergeant Major
|
Hit indicators don't convey that much information, and grenades won't be spammable (at least, it seems they wont). So the only time it would be an issue would be if a tank were searching for troops with splash damage, but that's a waste of what seems to be rather limited tank ammo.
I don't see a problem with it. |
||
|
2012-07-12, 12:22 AM | [Ignore Me] #56 | |||
Sergeant Major
|
Really? You don't want a base game mechanic because it takes away an advantage you paid for?!?! GET THE ROPE, BOYS! |
|||
|
2012-07-12, 12:40 AM | [Ignore Me] #57 | ||
First Lieutenant
|
I'm trying to remember... I'm almost positive you don't get a hit indicator in PS1 if you hit a cloaker. I seem to recall not seeing the orange circle when u hit cloakers and instead having to rely on the target flash and little spray of sparks from the impact when shooting my Pulsar to tell if I scored a hit.
I actually enjoyed that mechanic a lot more than the orange circle indicator, so I think I'd like any indicators to be a more integrated and natural part of the action and not just some artificial orange circle or flashing X. Given that pretty much all targets have metallic armour of some sort I think something like a spray of sparks upon impact would be a good implementation, kinda like this: http://www.youtube.com/watch?feature...B_rUa58#t=182s You could also include a slight "target hit" thud if the target was close enough, and maybe a little red mist - nothing too gory tho, I have less than no interest in seeing buckets of red goop and small chunks and body parts flying everywhere. Last edited by Erendil; 2012-07-12 at 12:49 AM. |
||
|
2012-07-12, 01:14 AM | [Ignore Me] #58 | |||
Corporal
|
If only those station cash camos could be balanced out by being purchasable with in-game resources as well, then my argument would still be valid. Oh wait, YOU CAN. Whether you buy with Station Cash or earned Auraxium, camos are still paid for. Now, if there were SC-only camos, then that's a completely different issue, but the devs have repeatedly stated that anything that'd have an actual impact on gameplay would not be SC-only so I'm not exactly worried. |
|||
|
2012-07-12, 01:22 AM | [Ignore Me] #59 | |||
Sergeant Major
|
Man, I can't wait for the beta to start so everyone isn't so pissy. Chill. |
|||
|
2012-07-12, 01:38 AM | [Ignore Me] #60 | |||
Corporal
|
Considering some of the posts on these forums and the very fact that this IS the internet, it can be pretty hard to tell what's serious sometimes. You can understand my confusion. I hear you on beta starting tho. I'm debating whether to drive down for friday's event for swag and free keys. Im only 2hrs away... hmm. |
|||
|
|
Bookmarks |
|
|