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PSU: Wait, wait, you have to actually "aim" in this game?
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2004-11-16, 11:55 PM | [Ignore Me] #1 | ||
Lightbulb Collector
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For the slow, it was on the test server today: as your vehicle gets more damaged, there is less of a chance of a successful bail sequence.
I think it's crap, as 2/3 times when I needed to eject, the vehicle locked up and didn't let me, citing the error. It's not realistic and it kills gameplay. This is just another fix to a problem that nobody is having.
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The gun katas. Through analysis of thousands of recorded gunfights, the Cleric has determined that the geometric distribution of antagonists in any gun battle is a statistically predictable element. The gun kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increase to lethal proficiency makes the master of the gun katas an adversary not to be taken lightly. |
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2004-11-17, 12:03 AM | [Ignore Me] #2 | ||
The times I would fly, I hated the fact that I'd rarely get air-to-air kills, as the enemy would eject before their vehicle was destroyed almost every time. The few times I would get kills are because either the individual died too fast to bail (or simply reacted to their impending death too slowly), or because they bailed by I nailed their aircraft in the air and its explosion killed the ejecting pilot.
On the ground, I also hate spending a clip of striker missiles only to see the guy I'm shooting bail out. Although I'm happy that it's one less reaver or mosquito to worry about, I would have liked to kill the guy, as he's still a threat (the pilot is almost definitely in agille HA grunt loadout). So, really, I think this change is a long time coming. Pilots will have to grasp the "being hurt badly -> death" system that every other occupation in the game is used to, but once that happens it'll be better for everyone. |
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2004-11-17, 12:58 AM | [Ignore Me] #4 | ||
Private
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the change is better than axing bailing all together. However I still think it is a little stupid. anti-air weapons are made to take out planes and they do that just fine. If a pilot knows the right time to bail he should be able to get away, if you bail at the wrong milisecond and you die.
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2004-11-17, 03:45 AM | [Ignore Me] #6 | |||
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2004-11-17, 07:33 AM | [Ignore Me] #8 | |||
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2004-11-17, 10:58 AM | [Ignore Me] #10 | ||||
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2004-11-17, 02:15 PM | [Ignore Me] #14 | ||
First Sergeant
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Good change. Although I (being a bailure) don't really like it, it will definately encourage more skyguards and AA MAXes in battles, and should help to weaken the current domination air units have on battles. And, as for bailing from crashing ground vehicles, thank God, I've only been waiting for that for a year.
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2004-11-17, 04:13 PM | [Ignore Me] #15 | ||
Ejaculator
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I really don't think this idea is good. Things are bad enough as it is with enemy AA fire. It's like you have 2 seconds from when you read "Missile Lock" to bail before you are destroyed by nme. Having these new bailing conditions will be like putting someone in a standard exosuit, no weapons, blind folded in a room with a rexo HA nc!!
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