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2013-05-05, 01:01 AM | [Ignore Me] #167 | ||||
Sergeant
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2013-05-05, 01:05 AM | [Ignore Me] #168 | |||
Captain
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tanks kill infantry instantly. to counter this they are instantly killed by invisible, infinite ammo, infinite range av turrets. this isnt balance. this is a fuckin joke. battlefield 3 has solo tanks. tons of bf3 vets were jumping ship to ps2, so planetside 2 must have solo tanks. it ends up feeling like a cheap knockoff. SOE needs to stop assuming casual players are morons. Last edited by moosepoop; 2013-05-05 at 01:27 AM. |
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2013-05-05, 01:27 AM | [Ignore Me] #169 | |||
Sergeant
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BF3 was a successful game so maybe there is something to the solo tank style :P In any case I think I am derailing here a bit. I am talking more about infantry vs tank balance than I am the pros and cons of crewed tanks. I will just leave it as saying I don't think we need to reduce the number of tanks on the field for any balance reasons. Personally I enjoy large armor columns as it is an impressive sight and one of the things that helps showcase the scale of the game. So long as these zergs do not dominate outdoor combat as they did in the past. Whether those tanks be crewed or solo I suppose is not really that important to me as a grunt. Last edited by TheSaltySeagull; 2013-05-05 at 01:33 AM. |
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2013-05-05, 01:36 AM | [Ignore Me] #170 | |||
Captain
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players take the path of least resistance. solo mbt is the path of least resistance, maximizing indivisual firepower. Last edited by moosepoop; 2013-05-05 at 01:45 AM. |
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2013-05-05, 03:45 PM | [Ignore Me] #173 | |||
Corporal
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With the current game, though, that's not possible without creating ridiculously powerful weapons; and if you were to balance the crewed tank's weapons and armor first, then scale down the Lightning and MBT to match, you probably wouldn't have any reason at all to ever pull them due to the miniscule infantry TTK making it more effective to shoot at enemies with a gun than the Lightning's cannon. At the very least you would have to nerf the Lightning and MBT to such an extent that they really wouldn't be the same vehicles anymore, and you might as well have just taken out the MBT altogether. The dev team is honestly making much greater strides towards good game design than I thought they ever would, but fixing core design flaws like this, which require redesigns rather than additions, strains against the essence of the f2p microtransaction model. To be frank, the bar was set so low for TTK from the outset that power creep already has nowhere to go without breaking the game. Last edited by Ghodere; 2013-05-05 at 03:47 PM. |
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2013-05-05, 04:47 PM | [Ignore Me] #174 | |||
Lieutenant General
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What we object to however, is that all that endurance AND firepower is given to a single player when it is relative to multiple other players and as such to be shared by more than one player to make having that power available to you fair. |
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2013-05-05, 05:06 PM | [Ignore Me] #175 | ||
Lieutenant General
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It sounds more complex than it is, btw.
And Ghodere is right, power creep to incentize multi-crew units is pretty much impossible. Just look at the options of buffing specifications: 1. Firepower AI: You can already instakill infantry, how the hell are you going to make more deadly weapons? AV: Any MBT tank shell instantly kills an ESF. You can two shot enemy tanks from behind already. From other angles, even when they have armour on it, you only need a few shots more. AA: There's already AA options that rival pure AA. 2. Accuracy and recoil It's already pretty pinpoint accurate. The only reason you're not hitting every shot is because you have to compensate for height and distance yourself (unlike in say World of Tanks). Cone of fire has next to no influence on the accuracy. Recoil does impact later shots, but there's little reason to reduce recoil much further because that inaccuracy is required to avoid spam, especially long distance HE spam. 3. Rate of fire: Higher rate of fire? Please, it's spammy enough as is: one hit kill, one hit kill, miss, one hit kill, close call, one hit kill... That order doesn't need an upgrade. Other gameplay shouldn't suffer from this. 4. Other turrets With what? Faster turret rotation? Please... have you actually seen how fast a PS2 turret turns? You can't outcircle an enemy due to that. World of Tanks actually put limits on the speed of turning your turret and it has a big impact on balance between light and heavy units, but the turret rotation speed in PS2 is simply too fast. You can almost instantly rotate 180 degrees and target a unit behind you. Other turrets with more guns? See rate of fire and firepower. Other turrets with a different configuration? We don't have a world of tanks penetration system, so sounds pretty pointless. 4. Endurance Sure, you can increase the hitpoints, but it'll just mean that people will start seatswitching while playing alone. So then you actually continue to miss the point of having crewed vehicles: work together to allow that firepower and endurance to be wielded. So that wouldn't really reduce the numbers and it would just mean that people camp with less concern for personal risk, but still would be alone in a tank and in large tank numbers. All in all, the incredibly short TTK forces tanks to have incredibly short TTKs themselves and it forces other weapons to have incredibly short TTKs as well. Where is our time to play the game when most of it is respawning, walking/driving a bit back to the fight, die before you can react, rince and repeat? THAT is the kind of gameplay that needs to be improved. Given the combination of systems, there aren't many viable options to explore. Most people that think some sort of middle ground might be reached that satisfies all, completely ignore the existance and interaction of these other systems and design elements that render such things problematic and don't actually problem solve anything. :/ I'm not saying they don't mean well, I'm just saying they don't see the bigger picture and in some cases, ignore it (the selfish ones that only suggest a middleground add-on to safeguard their own option, not to make it viable or improve gameplay for all). |
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2013-05-05, 05:08 PM | [Ignore Me] #177 | |||
Lieutenant General
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ESPECIALLY in relation to a unit that doesn't immediately go into a free fall that might end as an explosion. Last edited by Figment; 2013-05-05 at 05:11 PM. |
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2013-05-05, 05:42 PM | [Ignore Me] #179 | ||
Lieutenant Colonel
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a 2-man vehicle ? With dedicated driver ?!?
I realize it's only the harasser but... Devs have to be extremely careful. They are getting dangerously close to a PS1 design ! And if population drops, PS1 ideas will be said to make games fail. |
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2013-05-05, 05:50 PM | [Ignore Me] #180 | |||
Captain
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also, you on other thread LOL Last edited by moosepoop; 2013-05-05 at 06:03 PM. |
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