"MAX Adjustments" but actually practical.

Discussion in 'Test Server: Discussion' started by Amador, Mar 17, 2023.

  1. Amador

    Rather than poking the MAX class with a clumsy stick, I'll address what needs to be adjusted or reintroduced.

    Even though MAX's have remained greatly unchanged for many years (and ignored during the Arsenal update when it was actually prudent) the threat of Anti-MAX weaponry such as, anti-materiel rifles, anti-vehicle grenades, grenade launchers, rocket launchers and explosives have only increased over time.

    It is time to address the issues before more irreparable design mistakes are made to PS2.

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    • Anti-Infantry Weapon Damage - Reduced between 1 to 3 damage tiers. For example, a weapon that has a damage high of 143 will be reduced to 125, 112 or 100 as deemed suitably appropriate. However, Anti-Infantry Weapon Damage may not need to be adjusted if Kinetic/Ordnance Armor is removed from the game.
    (NOTE: The true reason why players complain about MAX Units is largely due to how fast Anti-Infantry Weapons can shred individual players. The abundance of anti-materiel rifles, rockets and C4 is already enough to combat against MAX units. To needlessly disrupt the function and class design of the MAX just for anti-infantry gameplay alone is completely unacceptable.)
    • Kinetic Armor & Ordinance Armor - Removed from the game.
    (NOTE: If the DEV's wish to reduce the longevity of MAX's then they should've approached it the same as they did for Nanoweave Armor for Heavy Assault. Remove equippable resistance armors for MAX's entirely while ensuring they are also able to fulfill their role.)
    • Berserker Implant - Removed from the game.
    (NOTE: Not only was the Berserker implant a disaster upon release but it had to be nerfed immediately thereafter. This implant undermines the existing function of MAX Nanite Auto Repair. This implant was a redundant and foolish mistake from the start.)

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    • Ammo Storage Canister - Removed as an "Ability" slot item and redesigned as a universal integral "Passive System" or "Utility" slot item.
    (NOTE: The Ammo Storage Canister is useless to most players as it occupies the "Ability" slot which is shared by more valuable features. Instead it will now be integrated as a universal upgradeable passive feature where players can spend their certs on more confidently.)
    • A.S.P. MAX Discount - The Advanced Specialization Program now offers a MAX Unit Discount of 20%. The standard cost of MAX's will remain 450 Nanites, but can be reduced to 360 Nanites through A.S.P.
    • Charge Ability - A former "Ability" that allowed MAX's to sprint short distances prior to removal that has now been balanced. Charge now passively increases run speed by 10%-20% and also significantly improves acceleration and deceleration at all times. Functions similarly to the Athlete Implant.
    • Headshot Protection - Headshot multiplier for most weapons reduced from 2x to 1.5x as a MAX is a suit of heavy armor - it should act like it.
    • Laser Sight - MAX Units now have the ability to add Laser Sights to their Anti-Infantry weapons, to slightly improve their hipfire accuracy by 10% to 20% in lieu of an Extended Magazine. This is to help balance the reduction in Anti-Infantry Weapon Damage.
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    • Phylactery Implant - This implant will remain unchanged.
    • Safeguard Implant - This implant will remain unchanged.
    • MAX Revive - MAX units are infantry units - not vehicles. As such, they will remain revivable.
    (NOTE: MAX units are infantry. There is no excuse why these cannot be revived and this has been a feature since Planetside 1. Furthermore, to be revived is also to rely upon teamwork - if actually present.)

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    • Fallout Hardening - A mostly useless armor concept, only marginally relevant due to poor game design.
    (NOTE: Fallout Hardening shouldn't even need to exist if the game was actually designed correctly. MAX Units within cover or underground should be fully protected from an Orbital Strike to begin with. Additionally, even if a MAX Unit survives an Orbital Strike impact while outdoors, it will almost always be flung skywards and fall to their death regardless. The mere thought of this being viable is mind-boggling.)
    • Up x 2
  2. VV4LL3

    I wish I could say they care... but they don't.

    Literally no one on the forums have been asking for MAXes to be unrevivable, yet their explanation said it was a popular request. lol

    Yeah, nope.

    Great post though.
  3. Knjaz136

    That was because of Planetside 2 Reddit.
  4. VV4LL3

    Cool. Glad the reddit community has more value and is heard more.
  5. Shadowpikachu

    To be fair half the people here are missing a braincell or dont even play, in reddit atleast something many people agreed on gets to the top, even if it's inoptimal and messy.
  6. Dr.Solarurs

    I like a lot of these ideas, as you said Ammo Storage is useless and it will become even more useless if the no revives go though. I am also still surprised that A.S.P. dose not have a MAX related option yet.

    But if I were to add to the discussion, some MAX changes that might also work with this:
    - For all players the first revive is free but the next one will cost 50 Nanites. This will double with each revive. This will keep happening until the player Resupplies or respawns. (From ForsakenTherus on Reddit)

    -Or an exponential growth on the time it takes to revive a MAX with the first one being normal
    Example: 1st Death: Normal Time, 2nd Death: Normal Time+ (time*25% of time), 3rd Death: Normal Time+ (time*50%), Etc…

    This revive timer could be rest by keeping your MAX alive for a fixed time, getting several kills as the MAX, or pulling a new MAX at a terminal. This timer/kill count could also be modified though the use of implants (new use for Berserker?), suit slots or other MAX focused utilities items. This would allow players to not worry as much about the stray C4, tank mine, or vehicle ruining the MAX players time with the MAX suit if they have proper back up. It would also allow a little bit of player customization to the MAX's revives so the players can adjust it for their play styles.

    Note: If this were to be used MAX and medic players would need a quick indicator to determine how many deaths/ how long the revive timer is as to not waste time on a MAX with a very long revive in a fight.
  7. OSruinedPS1

    There was no "reviving" in PS1.
  8. Amador

    In PS1, MAX units had both health and armor resources which had to be maintained by supporting players with Medic and Engineer certifications. The Advanced Medical certification was required in order to revive any infantry unit, including MAX's.

    If you only had the Basic Medical certification then you could only heal yourself or others - you were not certified to revive. Not all players certified into Advanced Medical due to certification cost or their own personal playstyle choices.

    You are either misinformed or your recollection is mistaken.