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2012-05-25, 05:44 PM | [Ignore Me] #271 | |||
Brigadier General
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Also, even if it did make any kind of sense, that would be terribly imbalanced to have a unit stuck in locked transit, exposed to players shooting at them, for any longer than a few seconds. But having different ballistic arcs for each class is a pretty good idea, as long as all of the classes stayed in the air for relatively similar amounts of time, somewhere within the range of a few seconds tops. |
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2012-05-25, 05:51 PM | [Ignore Me] #272 | ||
Colonel
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What troll is saying is that there would be variable travel times between towers depending on the troop type. Max would only get halfway to next tower amd would have to hoof it the rest of the way. I dont care for this solution since it would drop you into the open deathzone that is going to be between these towers. Imho the towers themselves being defensive redoubts are going to be a lot of fun playing on, and being able to shift reinforcements from nearby towers will be a neat dynamic. As the towers fall one by one the fighting should become even more intense. Damn I am looking forward to beta.
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2012-05-25, 06:16 PM | [Ignore Me] #273 | |||
Brigadier General
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My bad trolltaxi. Good idea period then (IMO). Maybe not the best solution, but a decent possibility none the less. |
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2012-05-26, 02:21 PM | [Ignore Me] #274 | ||
Sergeant Major
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NP mate, and Sledge is right with the implementation. It would take 30 secs for a max to reach the next rooftop.
And about the mid-space being a deadzone... I think the attackers would feel pretty bad when maxes start to fall on their heads. They all focus on enering the tower when they get some heavy steel in their backs from above. Call it a defensive maxcrash! |
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2012-05-26, 06:53 PM | [Ignore Me] #275 | |||
Sergeant
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Also, how many tanks do you think "insurgents" have? Our modern military is not fighting a traditional war. You really can't compare a military base in Afghanistan to one in PlanetSide. Personally, I think we wait till beta to see, but I don't see why the pads can't work. The fact that you are vulnerable is the trade-off for moving so fast. I like them much more than the zip-lines from Core Combat. The only concern I have is I feel there needs to be a mechanic to stop people from just jumping back and forth between two towers firing explosives below. Maybe they'll be slow enough that it would be too easy to pick someone off if they try to cross twice without heals/repairs, I don't know yet. |
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2012-05-26, 07:38 PM | [Ignore Me] #276 | |||
First Sergeant
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Or you could do something entertaining such as applying a significant damage taken debuff while airborne! At the very least that would introduce some risk into using it. |
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2012-05-26, 11:59 PM | [Ignore Me] #278 | ||
Major
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I hope the Devs go with the idea that only some bases have them. That way they won't be a constant irritant to those who hate them but they will be there to break up the game a bit and give some variety. With the walls tweeted by T-Ray I now think there is a lot we haven't seen yet and we will be blown away by the E3 reveal. Cannae wait!
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2012-05-27, 10:04 AM | [Ignore Me] #279 | ||
Sergeant
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If the bases need silly jump pads, then perhaps the bases are just too large.
Or, give the defenders some kind of underground tunnels to each of the battlements. Have it stem from one of the innermost buildings, so it's a high priority target for invaders to stop guys from getting on the walls. Really though, anything is better than ridiculous Quake jump pads throwing soldiers in the air during a fight. |
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2012-05-27, 03:04 PM | [Ignore Me] #282 | ||
Major
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^
roflsnort as someone so eloquently put it. I even muted the audio as they said I would. Genius! I had tears streaming down my face from the point where they fired the guy at the stairs. Who needs lift pads when you can just launch peeps into the stairwell? Oh, and will this be limited to the Vanny in PS2? Makes my growing itch to switch to NC all the harder to resist. Seriously though, I wonder if Forgelight will lend itself to similar fun? |
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