[Suggestion] The Ultimate Thread Dedicated to Refurbishment of Infantry

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Zorro, Aug 11, 2014.

  1. Axehilt


    Well in PS2's case it would affect tank vs. infantry balance in a fairly bad way. But apart from that it'd definitely be an increase to the skill involved in tank fights.
  2. WTSherman

    Clearly we should all be shooting each other with paintball guns, not to exceed 290fps. I suppose it would more accurately represent the damage they do. :rolleyes:

    Just because paintball guns are less accurate and have shorter effective range than real guns doesn't make playing paintball "more skilled" than warfighting. It just means that there are different factors to consider in regards to engagement range and use of cover.

    I mean really. If the skill set involved with paintball or Quake/Unreal style FPS games fully encompassed and surpassed the skill set of a soldier, we would just recruit our soldiers directly from Paintball and MLG tournaments and send them straight out in the field because clearly they have all the skills they need. Obviously this is not the case, the most MLGpro player ever still goes through bootcamp and they suck at warfighting just as much as every other boot fresh off the street.

    They have a sufficient degree of overlap that Paintball and (modified, realism-based) FPS games are useful for training, but the skill set required for realistic combat is far broader and more nuanced than either of those games.

    After all, it's telling that the main limiting factor on the growth of a milsim is not that it's too easy, it's that they have an EVE-like learning curve.

    After all, if the only skill worth caring about is the ability to eyeball a shot with a slow, heavily arcing projectile onto a pinpoint target... there's this game called Golf.

    Now obviously we don't want this to be ARMA (learning curve and all), but neither do we want this to just be "Quake with big maps". We already have that, it's called Tribes.

    Ideally, what would be nice is approaching ARMA's depth while mixing in enough gamey stuff to take the edge off the learning curve.
    • Up x 4
  3. CDN_Wolvie

    Several things come to mind since you are claiming you've played it ... which could be any number of different games in the series. And game modes. And modded servers. All with varying degrees of engagement and complexity to their goals for accomplishing the tasks set out by the scenario designer(s).

    And that's even before touching upon the levels of inherent depth that where designed into the engine in its goals to provide simulated combat training that Bohemia Interactive are so gung ho about detailing they have been detained by as spies for doing research for its development.

    No, I'm pretty sure what you are describing isn't even the same game as ArmA 3 and so I am fairly confident in saying you are the one who is not correct aka I call BS on your conclusion that it is

    A) trash (it runs better than PS2 under very similar conditions),
    B) fast TTKs (it has nothing to do with damage time on target and everything to do with where you hit the target and what you hit them with), and
    C) obtuse controls (with which I seamlessly adjust my stance, lean, aim down sights, and fire in just a few button presses and the mouse smoothly and in a timely fashion).

    Your stance on the ArmA franchise, of which one should only reasonably use its latest iteration to draw comparisons for the intention of contrasting against the latest iteration of the Planetside franchise, both displays an ignorant knowledge base and an obstinate mind set throws into question your ability to rationally approach Planetside's own development with any appreciable respect by fellow gamers.

    So, you should probably **** and give yourself more time to reflect upon your opinions so they don't come out as noise pollution in threads. Or you could continue to shove your foot so far in your mouth toes pop out your anus. Your call really, my money is on anus toes based on your past post history, feel free to prove me wrong.

    Just in case you were serious about personal edification on the subject of the ArmA franchise, I recommend more than just one video by looking up some prominent ShackTac Youtubers for some more entertaining videos or you could just watch this by Dslyecxi that should give you a hint as to the depth available in ArmA when he skims the table of contents:

    • Up x 5
  4. Thesweet

    Wasn't that the whole point of ps2? Large scale fights =zergs.

    Also I thought there was something about more combined arms with vehicles. I dudnt see anything in the OP about improving infantry to make them able to work with vehicles at all.
  5. FrankHH

    Agreed on all accounts.

    Also, everyone should watch this Arma 2 video from Dslyecxi to get an idea of the uniqueness of the Arma games.
    (Start from 33:40 to get to the action)


    And that's not even Arma 3.
    • Up x 2
  6. Zorro

    Unfortunately, I was not able to discern any possibilities. Do you have any ideas?
  7. Thesweet

    -The target is assigned to the pilot/armour, they have a certain amount of time given to complete the strike.

    -targets can be given by recon laser spot or by a leader using a command uplink device (CUD) to give co-ordinates. This then activates a bombing/arty request to commander further up to approve.

    **counters for targeting or dumb fire missiles**

    -counters for laser targeting are, own teams recon using jamming UAV to stop Laser target information getting back to their commanders.

    -tank laser defence system. Detects enemy laser acquisition, then fires a missile at the location destroying the recon if he does not move. (Only 37% accurate)

    -laser detection warning with the option of releasing IR smoke.

    -ballistic counter measures. Fires a small missile out of the tank with a flat steel nose to intercept projectile. 5 counters before a reload from a ammunition point is needed.(Only works with infantries smaller missiles)

    -laser defence. When activated shoots lasers to intercept infantry missiles. 2 intercepts before it deactivates for re-charging. Does not need to be reapplied with more ammunition.

    -counter for CUD selected targets is that smoke will land on the site to be bombed before the strike occurs giving10-15 seconds to move.

    **changes for vehicles**

    -increase in vehicle spawn times and cost.

    -tanks should receive more armour, HP and weapon and gadget slots. This means they can support and work with infantry better.

    -tanks main guns should do more damage for infantry based weapons, however, their main guns should only have a 90 degree range of movement to their front. The turret rotation should be slowed down meaning they are horrible in built up environments, but dominate in open areas. The gunners should have more damage and accuracy against infantry but smaller magazines meaning more reloads making them better at range but horrid in built up or urban environments.

    -Recon can laser targets for nearby tanks giving a type of target on their huds with a range and bearing to shoot at. Infantry can also designate for tanks main or secondary guns but their range is only 50-100m max.

    -tanks should have the option of two types out of 3 ammunition. They can swap between them with a long unload then reload time.

    -Lightnings guns should be reworked into making them useful. Weapon options could include missile locked AA, mortar system along with 4x30mm AA IR smoke, HE, flack or gas and main cannon with HE or SABOT.

    -gadgets for the lightning could be air radar that allows for a lock on air over the horizon for its AA missiles and extended altitude lock but with only 25% accuracy for both options, jamming system that disables any nearby radar guided missiles up to a range of 3-400m or a radar system that helps detects enemy mortar/artillery fire and uses the mortar or AA missile system for counter fire.

    -harasses should have less armour and HP but have more recon abilities like long range thermal camera, ground/air radar. Maybe a Small air missile system, mortar system etc.

    -air should be revamped with less armour, accuracy and HP but more speed and firepower. They should be utterly useless without ground targeting support unless they are doing counter air.

    -esf should have the option of ground bombing build with high speed AGM with little splash damage but more directed at armour penetration. AA build with speed and radar guided missiles main cannon or satellite guided missiles that works with the AWACS or Lightnings air radar. Lastly, SEAD ESF build with a good top speed but good counter measures with a stealth coating for long lock on times, it has a SEAD missile system that automatically locks onto ground radar based AA locking onto the ESF, does not work on flack or AA cannons.
    All ESF should have the option of radar missiles and main cannon, but choosing between AGM and satellite missile will mean the ESF with the sat missile with have a much better advantage in an air fight.

    -libs should get a variety of load outs jdams, smaller free fall bombs, nose cannon that is controlled by the gunner for a10 like gun runs. The lib should have a pilot and a gunner and the damage from libs should be moderate splash, having the gunner allows for the lib to fly the best path without having to line up a bomb/missile.

    -Gals should get a dalton like gun along with a zephyr on the side with a 3 man crew (ac130). Other options should be available like cluster bombs or 1000kg free fall bombs.

    -free fall bombs still need a target designation for targeting data like when to drop at what altitude and speed on the HUD, where as jdams ect just lock onto the smoke or laser target.

    **Maps and bases reworked**

    -Remove all the smaller bases on the maps and replace them with capture points that provide resources.

    -Make the larger bases more spread out with more smaller buildings for more urban fighting. Have more smaller bases around the main base 4-5 of them.

    -Main base could have a command centre with a UAV/pred(different costs) launcher, emp missile. The range being just outside the smaller bases. battalion commanders and 2ic can use these to help defence or command if their command sundy, mbt or gal is down.

    -Base turrets should be down for 10 mins before they can be repaired due to fire meaning you don't have to sit there and keep hitting them constantly.

    **infantry**

    -anti vehicle weapons should have their effective range reduced but the damaged increased meaning they are brutal up to 100m. Heavies can extend their AT range to 300m with a improved locked on rocked that is only at 100m but is extended with recon targeting. The weapon has only 3 rockets and they are reduced to only carrying a pistol. The other option is a Deployable rocket that takes 10-15 seconds of standing still and only has 2 rockets.

    **summary**

    These ideas increase team play. Working together brings greater benefits.

    A reason to have command and platoons.

    co-operation between infantry and vehicles.

    air can no long just sit at a base and farm, they will need to get in and out before since they will be easy to shoot down, yet valuable to the fight for the firepower.

    It would also mean being a higher ranking officer in an outfit would have benefits

    Can spread out over the map more since a squads can be supported with heavy fire support in a timely manner.
    • Up x 2
  8. Zorro

    Excellent ideas!
  9. Aaren

    Before Infantry gets refurbished - it needs to work reliably first.

    Not trying to dereail the thread or anything, but I'd take functioning hit detection and lag compensation any day - before deeper gunplay.
    • Up x 1
  10. Covah

    Lower the number of weapons in all categories.

    Make them trully unique and powerfull.
    • Up x 1
  11. BobSanders123

    Planetside 3.
  12. Zorro

    I just hope when SOE does start making PS3 eleven years from now, they will remember this thread.