IDEAS TO IMPROVE THE GAME!

Discussion in 'PlanetSide 2 Gameplay Discussion' started by NeonSonic, Aug 20, 2018.

  1. NeonSonic

    please constructive feedback only please! give ideas u think would improve the game. dont shoot peoples ideas down, just put what u think would be cool for the game so developers that actually look might come up with something great off of it or w/e and put it into the game!

    i'll start off:

    primary weapons can be used by any class if u cert it. basically no more class restricted weapons that are in the primary weapon slot. all primary weapons are available for use if you cert into it by any class to create more variety in class combat and depth and to make the game more fun!
  2. FateJH

    Actual bug fixes that are timely.
    • Up x 3
  3. JobiWan

    I'd just be happy with a patch that didn't create loads of new bugs.
    • Up x 1
  4. Movoza

    Having everyone share the same weapons can reduce variety just as easily. The meta would be AR, mostly on HA. Flanking is much more dangerous by Infils, as they now have weapons that are good for all ranges, not to mention weapons that are easily usable on flexible ranges. The cries of pain when shotgun Infils take to the field will be incredible, as their stealth negates or mitigates many weaknesses of the shotgun.
    AR were designed to have the strengths of carbines and LMG together. This was given to the medic, as too few people took this class. So you'll negate such things to guide population to diverse classes.

    Opening more weapons, but a selected few, might make your idea valid. In addition, you can add class specific weapons that operate in a balanced way, like a LA BASR that has certain stats changed from the Infil one, might make your idea valid. But I would never just open all infantry weapons to everyone.
    • Up x 7
  5. Demigan

    - No "one size fits all" vehicles or weapons. ESF for example have too many hats to eear simultaneously pushing other aircraft to niche roles.
    - Variety to be the Spice of the game. Almost every vehicle and class needs to have access to a loadout against any type of vehicle or class. As example Valkyrie needs to have a full A2A loadout, and a full AV loadout, both with a unique way to use it compared to the other aircraft (helicopter style seems best). A ground vehicle like an MBT needs to have access to a full G2A loadout like a primary AA gun etc. This counts for classes as well.

    - All abilities, utilities, attachments etc should be useful. If one ability is rarely taken it should either be buffed or integrated with other low-use abilities.

    - more diverse vehicles and classes. Similar to variety in the game, having options to change a classe/vehicle's MO so that unofficial sub-classes and vehicles emerge would help tremendously. As an example of an existing class that does this: the sniper infil vs SMG infil. HA could have variety in for example defensive oriented gameplay and offensive oriented gameplay etc.

    - player-made objectives. Probably one of the more important things that needs to change. Player-made objectives like the scrapped Forwards Station (now the Router) would help create a flow and allow for an ever changing battlefield. Player calldowns would probably be the best way to execute this.

    - Change in statistics display. Currently the game runs on KD, which causes people to look for as cheesy a method to farm infantry. By changing the focus to other stats such as hunting MAX's, Vehicles or player-made objectives you can encourage players to play the game and experiment rather than try to "play it safe" and sticking to what they know and can do.

    - randomly assigned capture methods for each base. PS2 can have access to several "normal" game modes to capture a base, but also several unique one's. For example PS2 could have unique CTF modes or VIP modes (think someone being able to pick up a cap point and trying to stay out of enemy hands to capture the base). After each continent capture the capture method per individual base is randomly re-assigned.

    - Better integration of the construction system. For example by offering techbuildings on the map that give local bonusses, and to defend it you need to build a PMB around it.
    • Up x 6
  6. saronyogg

    Ive seen this video some time ago.
    It accurately points out some of the game flaws



    Plus, i notice some bugs
    First the medals for grenades, many can earn medals, BUT it not visible the progress in the description window of each grenade, meanwhile the smoke grenade the progress for medal is visible but is nearly impossible to earn a medal with that grenade.

    Second, there are a lot of ribbons and directives for killing, but NONE for assisting in killings, and let face it, at this times of nerfs and sometimes bad aiming (excluding average or pro infiltrators sniping) it could be useful to earn ribbons and have directives by assist in kills, of course it would take a little longer to complete than the killing ones.

    Another weird thing, before the last patch (the 8/16/2018) the aerial anomaly only had one spot at a time, but now each time increase the spots, not to mention is too high for any rocket dare to reach the unlucky ones, at least increase the chance SLIGHTLY that planes around anomalies can be hitted by rockets, either increasing the range of rockets to fly (i mean the lock on ones) or reduce the height the anomalies appears, and there is no ground anomalies???

    I also think MAXes should have utilities, like the other infantry classes, but very different
    I thought that in order to counter infil at close or long ranges, a possible MAX utility is some sort of powerful flashlight that illuminates a greater area at close range or a small to medium are at long or very long range.

    Speaking of MAXes, does anyone else bother that when you want to change from MAX to other infantry class, you lose the 450 nanites?
    I suggest at least half of that is refunded if someone change from MAX to other infantry class, maybe with a timer or some other conditions.

    Another suggestion, REFIT VEHICLES, just we refit infantry, instead of pulling a new vehicle and all those nanites are lost

    For constructions, we need some sort of constructed jump pad, or elevators.
    • Up x 1
  7. Armcross

    Look back there you came from so you have bering to the future.
  8. TR5L4Y3R


    you don´t want to have a lightassault with sniperrifles
    you don´t want to have infiltrators with pumpshotguns
    you don´t want engineers or heavy assault with sniperrifles


    NO this is NOT a deathmatchgame and even with a game like blacklight retribution were you can basicaly create any primary you want they are differently ballanced to suit the games style of combat ..
    THIS is a battlefield-esk conquest teamgame and battelfield has classes too were no class can just simply use other classes weapons ..

    opening up the arsenal for all classes would require a complete rebalance of the arsenal as it is ballanced FOR the classes and their intended roles or it would render many weapons and weaponclasses obsolete because of how there are distinct advantages to each weapon and weaponclass ... there would be no reason to not run a assaultrifle on any class because it is the superior automaticweapon with its accuracy ..

    you would not bring combatclassvariety, you would instead homogenize it .. because every noob would run heavy assault with assaultrifles or LA´s with assaultrifles as both classes have access to antivehicleweapons ..
    the other extreme would be sniperengineers with infinte ammo far superoir than the best ammoimplant could give with access to building his completely own snipernest ..
    ever run into heavy with stealthimplant and pumpshotgun? have fun with multiple inflils doing that
    you would litteraly turn the game into "see first kill first" combat which with the latency this game has is not just frustrating but outright infuryating ...

    so again classes exist with their limitations to fight at specific ranges and not be a complete jack of all trades and that counts for primaries as much as the classes toolslotoption and ability ....
    • Up x 1
  9. Demigan

    Why not?

    The Infil with a shotgun is a nobrainer. He wouldbe far superior with it than any other class. But otherwise? LA's with snipers arent half as scary as an Infil. Sniping isnt about high ground, we have plenty of places where Infils can reach high ground and snipe for "free". But it's the ability to cloak, to take your time for each shot before revealing yourself, the ability to quickly and safely relocate without people tracking you, ehich makes infil snipers capable. An LA with a sniper is just screaming "shoot at me, I'll have to pop into cover much more and wont have the safety and surprise of an Infil".

    And engineers with snipers... How useless is that? You dont even have a jetpack! Infinite ammo is hardly as useful as cloak and a jetpack for a sniper. And HA's really shouldnt be doing it.

    Otherwise you are right. This would homogenize classes and create one-size-fits-all loadouts. Infils with shotguns or AR's? HA's with superior AR's vs someone with an LMG? Ehy use Carbines at all if you have access to both LMG's and AR's? You might use one or two CQC Carbines instead of an SMG but that's it.
    • Up x 1
  10. NeonSonic

    the people that are trying to keep the game down/are into nerfing/boring/stagnant gameplay wont get it, people that seek improvement like vanu light understand! making the primary weapons open to all classes like deathmatch games wouldnt imbalance the game, it would only make more people embrace it!

    the weapons are already balanced around strengths and weaknesses the heavies with anything besides an LMG wouldnt make it overpowered when an LMG is the heaviest weapon it can equip, u catch my drift? its just players would have more freedom to play the way they want thus this would be an improvement to the game. as opposed to keeping people bottlenecked into the brainless game design that is a class system. PS1 did it way better. this game would be way better since its more FPS centric if they opened up the primary weapon slot to more weapon varation since all the weapons are balanced through strengths and weaknesses.
  11. PoopDatGame OUT!

    I think if you cert something one time like c-4 then it should be available for all classes.Same with guns,med kits..mines..etc.
    • Up x 1
  12. LordKrelas

    Embrace what?
    That there is only one proper load-out that eclipses everything, and each class is just what ability you want to amplify your gun with?

    What exactly is the LMG for, when the AR is literally an upgrade over it.
    Which is why the Combat Medic, has the Assault-Rifle, to give motivation, over giving it to the class with an Overshield...
    More Freedom? You mean pick AR, Pick Heavy, Watch everything die even faster? LMG worth nothing.
    Want shotgun? Cloak, resulting in no risk of being intercepted at all, at a distance, unload shotgun pointblank;
    Win over any SMG User, resulting in the SMG being worth ****.
    Sniper rifles: Pick whatever, but there's 2 that do it best.

    Heavy-Weapons; Lets see what a flying class & Cloaking class can do, to 'diversify' with a Chaingun, or heavy shotgun.
    After all, we don't need SMG's to be actually viable, or LMG's, or any weapon combo..
    Medics, didn't seemingly get the AR, to make them chosen more eh?

    The Weakness of a shotgun is removed by the Strength of the cloaking device.
    The Weakness of an LMG, is absent in the AR.
    The Strength of an LMG is eclipsed by the AR.
    The Power of a Heavy Shield, allowed an LMG to work best; An AR works even better with this set-up.
    The Strength of an SMG, is eclipsed by the Shotgun, thanks to cloaking devices.
    The Weakness of an SMG, is the same as a shotgun.

    So we lose the value in SMG's, we lose LMG's, we lose Scout-rifles, as **** that - we have sniper-rifles.
    And any value in any specific class, lies entirely on their ability; So medics remain the lowest used.

    Brainless Design;
    When you can't use a better weapon with the Shield.
    When you can't counteract an entire weapon's weakness, with a cloak.

    Ps1, had only pistols for Infiltrators.
    As well, every 'suit' was essentially a class, which had restrictions to what could be brought.
  13. NXR1

    For the love of god no OP, dont give heavy and light assault 1 hit kill snipers.
  14. Pat22

    Re-skin of old weapons that still all look alike.
    • Up x 1
  15. NeonSonic

    nah that game was designed way better. you had an inventory and u could choose what you brought into combat with you. be it, a gun, a repair tool a heal tool, ammo, mines, etc.
  16. NeonSonic

    another idea: Shield recharging field comes with combat medic kit like engineers ammo pack. also combat medic can cert router pad in c4/med kit slot i think its called utility slot sorry i forgot :D like how engineers can cert a reserve hardlight barrier there!
  17. LordKrelas

    Lets get to this bit, which is easily quoted.
    You can ask the PS1 Vets, Your inventory size was affected by your suit.
    Infils couldn't pick a shotgun, as they only had a Pistol hostler & couldn't even fit it.

    We also had Shotguns on Infiltrators on PS2, before they were removed.
    An Cloaked opponent with a weapon is instantaneously lethal up-close, with the cloak preventing interception was too deadly a combo.
    It also makes SMG's useless, as that is their same range.

    An LMG, is incredibly effective in killing targets accurately, needing less bullets, and less time; With less exposure time reloading.
    Any intelligent HA, is using an AR if they could -- as it meshes brutally.
    It's also why the Medic is the one class with the AR; It's incredibly effective, and convinces people to play the class.

    Actually, a Scout-rifle is piss-poor compared to a Bolt-Action.
    A Battle-Rifle in general, beats a Scout-Rifle.
    An AR is better than an LMG.
    If cloakable, a shotgun beats an SMG, and Carbine.
    An SMG nails a Carbine down, at closer-ranges, at longer ranges, the Carbine is quite better -- with the AR besting both.
    The LMG competes with every one of these guns, past the SMG & Shotgun up-close -- and the Bolt-actions best it at long-range.
    A shotgun is worthless compared to an Carbine or SMG, if you can't close the gap - which is LA's use them a damn lot.

    For LA's,an AR easily beats a Carbine as well, unless constantly in-flight.
    For HA's, an AR is king. It's paired with a bloody shield, and has the best accuracy under Sniper-rifles.
    For Engineers, Carbines are effective but ARs are superior. As again, Accuracy & firepower.
    For Infiltrators; SMGs are useless, Bolt-Actions are godly. And shotguns replace SMG's. Every other gun is worthless.
    For Medics; AR's. As accurate & deadly.

    An SMG vs a shotgun; On the class ability determines the superior tool.
    For Auto Vs Bolt; Bolt wins hard, for range, damage, velocity, accuracy.
    We do have Weapon-Classes that are superior; That's why the classes have their weapons set-up..
    Heavies do not have AR's, Medics do; This is a potent weapon, encouraging that class.
    Infiltrators do not have shotguns, as that is a splat-weapon, and its downside is negated entirely by their cloaking field.
    Like Assault-Rifles are no damn joke.

    A Dark-light, isn't reliable spotting the infiltrator before he fires a shotgun shell - let alone with desync.
    It also makes any ambush, a .1 second kill, better than any SMG or weapon could do, outside a perfect bolt-action head-shot

    You know what happens to a present sniper, that doesn't cloak; They get shot in the head, after the first shot if lucky.

    Assault-Rifles, are better at killing targets faster, more accurately, using less ammo, and have less exposure time reloading.
    Why on earth use an suppression-style weapon, over a more effective gun, when using a Shield-device.
    No one is using an SMG, on an Infiltrator for medium-ranges.
    A shotgun achieves the result faster, and their entire weakness removed.

    If we had this way, we might as well just have only the cloaking device.
    As fighting while cloaked, with every possible weapon, and having the ability to move undetected, with any range perfectly..
    Kinda is a lot more effective than any other trick, past flying.

    This is a Shooter; Every weapon has a specialty, and in this case, several share the same exact role.
    Paired with a select class ability, there is a perfect combo that is possible.

    Medics were given the damn assault rifle, TO GIVE THEM A BUFF.
    We already had the PTS with the router pad, it was removed.

    --
    I don't mind the ability to place a legit healing field though.
    As that'd be damn nice, to put away the healing too for once, so I can more easily multitask.
    As unarmed with the healing tool, unless constantly draining energy.
  18. Khaader

    Well, an Idea that I think it is good is to revamp the alert System via having a commander on each faction giving us positions to attack/defend. So, the thing is to have a clear continent, 0 high value target points (i'll get to that later), fully unlocked and for example, Indar, having the unstable warpgates and "Capture The Crown" a NON captured base, that is between TR, VS and NC. So, the faction that wins the outpost will get The Crown Point and if they lose this outpost by one of the other factions then the faction that first won will have 0 points again and teh faction controlling the Crown will have 1 point so, we could have like as long as the time passes more outposts being HVT and when It reaches certain points the continent locks because of tactical superiority. So, how do we achieve this? If you conquer the Crown then you will get a Boost like, 10% vehicle (all round vehicle) reduction, or you can have overall minus 1 s respawn time etcétera etcétera, so you can have a lot of boosts as long as you keep capturing the alerted outposts in order to capture the base. This could be interesting and very good if investigated and refined.
  19. OneShadowWarrior

    -more attachment choices for weapons from grips, buttstocks, magazine changes, bullet choices , barrels, even different sound firing choices would nice.

    -Body armor that actually did more than look good, like gave you an extra grenade slot, or 1 extra ammo, or even 50 extra health, anything than just appearances.

    -more tank choices, more than 1 main battle tank or light tank, where is even a tank destroyer, furthermore, put TOW missles against aircraft.

    -bring back the Empire Specific Assault Buggies from the original Planetside.

    -give me my Thumper back from original Planetside.

    -make sidearms not take up critical weapon slots.

    -actually have looting of backpacks from old Planetside.

    -abilities as combat engineer like old PS where you could put down 20+ mines, motion sensors, 10 spitfires or more and they had shadow turret, flak turrets and more choices.

    -aircraft fly like original Planetside

    -as many maps as the original Planetside.

    -allow ASP for Heavy Assault to carry carbines, shotguns or assault rifles for secondary slot.

    -give more aircraft choices, like a light, medium and heavy aircraft, bring back the cloaking phantasm from first Planetside as well as the switchblade hovering motorcycle from original PS.

    -Bring the Deliverers back from old PS and their variants.

    -3 implant slots, I want Darklight, audio implant and enhanced targeting from the original PS back.

    -Bring back many of the older base designs and towers from the original PS.
  20. Nuggz

    Larger rewards for objective based play as well as directives to drive the farm mentality away from mindless killing in a single base for hours on end getting absolutely nothing done.

    Remove K/D entirely... if you want to track it, YOU FIGURE IT OUT. Far too many people are way too aware of their perceived effectiveness rather than their ACTUAL effectiveness. This means don't track kills (as a total, not the directive tracking of course) OR deaths as these stats are FAR less important than the job you're supposed to be doing.

    If a battle continues in the same location for too long it should start to pay out less and less XP and perhaps cap directive tracking if you've camped the same area of operations for too long. Possibly give an xp buff to players who've captured or defended a base recently (10ish min or so).

    Basically ANYTHING to keep combat moving and fluid and prevent fights from becoming bogged down and so boring only the most easily entertained moron could possibly derive any enjoyment from it. I guess that would be the basis of what I'm saying.
    • Up x 1