[Suggestion] The Ultimate Combined Arms Gameplay Thread

Discussion in 'PlanetSide 2 Gameplay Discussion' started by EliteEskimo, Apr 9, 2013.

  1. EliteEskimo

  2. SolLeks

    Now can they do something about air and AA =(

    Oh ya, seems they plan on buffing max AA according to the test server stuffs =(

    Lightning it is.
    • Up x 1
  3. EliteEskimo

    I really hope they give the AA Max a range nerf, buff the Skyguard's projectile velocity, and tighten its cof. If SOE wants to appeal to MLG they can't plan on destroying the highest skill based vehicle gameplay in the game which is ESF dog fighting. To prevent the whole TR lockdown AA problem they should just give our Maxes some sort of overdrive ability, no lockdown, that lets them fire faster with a smaller cof for a limited amount of time . At least that way it would fit our faction's style, but yet an AA Max would have to time its bursts and not endlessly spam .

    Pilots deserve to have fun just like tanks do after all. Plus I feel like pilots and tankers understand each other since we all go through similar situations on a regular basis.

    Typical day around the presence of infantry as an ESF Pilot:eek:
    [IMG]

    Typical day around the presence of infantry as a Tanker :eek:
    [IMG]
  4. BengalTiger

    1. Real tanks have a single main gun and several machine guns, one of which is heavy. Putting 2 (or more) big guns would make tanks similar to pre-WW II multi-turret tanks or the M3 Lee if one of the big guns is in the hull.

    As for the coaxial gun (or a gun that is aimed along the same axis as the main gun: http://en.wikipedia.org/wiki/Weapon_mount#Coaxial)- the third person would fire this one when the main gunner points it at infantry?


    2. Well, I'd never support limiting MBT spawning locations. They already are more limited than Liberators (they need a tech plant).
  5. Riftmaker

    OP i don't know what to say about this thread. You say you want a combined arms game yet most of your suggestion just favor vehicles(ground and air). And as an example i'll say this:
    You want MBT to be buffed to insane amounts of hp and you want rockets to cost resources. Now explain to me how anyone would be able to stop that tank from shelling a base to oblivion if he has 2-3 engineers repairing him. That's right,it can't be stopped. Not really a good idea.
    I want tanks to matter more than they do now but the fact of the matter is that because ANYONE can pull a tank and because the resources system is broken in its current state it just can't be done.
    I have to admit that i would be really glad if they moved the Magriders main gun up a bit like it is in that drawing. I'm tired of firing into the ground because i hit a small bump
  6. Aesir

    To my knowledge the OP want's to limit the number of tanks by making 1/2 or 1/3 MBT's less viable. Meaning you need more players within the Tank to make it work. Meaning you cut down the number of Tanks by increasing the manpower requirement.

    The other thing is, which has been discussed through out this thread was that Base Design would need some severe changes to accommodate this. Meaning Vehicles should have a very hard time entering a Base and should not be able to fully cover up spawn rooms. So that Tanks might rule the outside of bases, but if they go into a base alone with no Infantry support ... they will just get murdered.

    The resource costs for Launchers should only affect special launchers, meaning all guided/lockon/HV versions. Normal Dumbfire launchers like the standard empire ones and the Deci should stay resource free.
    • Up x 1
  7. Riftmaker

    Well if all those changes come with the tank revamp then it could work. But that would basically means that the entire thing needs to be remade from the ground up
  8. tbot

    If I see another buff to infantry AA or AV i will just quit the game and be done with it.
    Infantry is so strong already in this game, its ridiculous.
    Instead of investing so much SC, Certs and time into my ESF i should have just bought a shotgun and a ESRL go HA and have the highest SPM in this game.
    • Up x 1
  9. Riftmaker

    MAX rocket launchers inc. But on a more serious note,nobody said that infantry should get buffed,and i agree that some vehicles need some major revamp,mostly the MBT.
    However if that is to happen a lot of things needs to be changed with it,even the repair speed of the engies. Because if we leave that as it is now and we buff the hp of the tanks they become unstoppable. It doesn't matter that they have a longer CD and they cost more because you won't lose them.
  10. Aesir

    The thing is, Tanks should be kinda unstoppable, they are there to move the map. I don't say they should dominate everything, that's why I would like to see Base Design to change so Infantry has it's terrain were it's unstoppable, while Tanks have their terrain were they are unstoppable.

    Air is kinda mixed, areas with no or little AA is like Christmas for them, while areas with medium to heavy AA are just bullet hells. So what needs to change for Air, well ESF's need to be more forced into one role only.

    While Liberators are mainly CAS need some sort of means to successfully make single passes over medium-heavy AA bases, but without making them to broken you would need a rework of how Liberators defend themselves against AA. Instead of being one big sponge a more "burst"-like defense would be better. Meaning a Lib can survive a big number of AA for a set amount of time, but after being fired upon for like 10-15 seconds ... you lose all your resistance and go poof in medium-heavy AA. So that Libs would not become to OP in small scale battles.

    But those defenses for ground attack orientated ESF's or Libs need to be only for AA, so that A2A ESF's have a very important role to play to keep the other 2 at bay.

    Meaning, Air needs to specialize, so it can take a certain amount of AA if they want to engage ground targets and they should also lose most of their A2A for that.

    While A2A ESF's should gain more range and speed to easily hunt down CAS crafts, but should have no option other than noseguns to engage ground targets and be very fragile to AA.

    If you want to see how this could be achieved, look into the big thread in my signature, the section A. Upgrades -> 1. Defense and B. Weapons -> 3. Roles and Weapons.
    • Up x 1
  11. Goldoche429

  12. EliteEskimo

    Thanks for a feedback Riftmaker

    1. The reason why most of my suggestions are to improve vehicle gameplay is that lately with the introduction of all the new low skill cap AV counters it has drastically skewed the games overall balance in favor of infantry (In particular the HA)

    2.I don't want MBT's to be buffed with an insane amount of HP I want them to feel and behave like tanks which infantry can use as a source of cover to push up, not having to worry about the tank Exploding from 100-0% in 2-3 seconds. All these pluses did not come without a cost. As I had stated, MBT's would cost 450 resources instead of 250, would require 2/3 to become truly effective, and only spawn at tech plants and the warpgate so it would make it harder to field them for the pub, and it would make it so only people who really wanted a dedicated role as a tank would pull them. Other people could try to I suppose, but it wouldn't be as easy as pulling a MBT anywhere anymore.

    3. The resource cost for HA's were only for low skill cap launchers like the ESRL's and Lock-ons. Medium skill cap launchers like the standard and decimator launcher would always be free so AV counters would always be available

    4. The Magrdier's main gun will still be on the bottom hull, the turret you saw was an AI turret.
  13. EliteEskimo

    1. My plan is to have one Turret (Big Gun), one AV/AA/AI MBT secondary, and one dedicated MBT AI secondary like the kobalt. The options I listed where to either have the driver focus primarily on driving but then have his own AI secondary if infantry are swarming the position. The second was to have the driver maintain control of the turret, but if the tank was 1/3 the reload speed would triple to discourage people trying to solo with the new and improved 3/3 MBT.

    2. Why not, every faction often holds at least one tech plant and tanks in this game are pretty fast with Racer 3. This just limits the zerg ability of them at any point on the map. I suppose I wouldn't mind if they could be pulled in a few more areas than that, however I had this idea for balance purposes.
  14. SizeDoesMatt

    congratulations EliteEskimo, trolling does indeed pays off !!! You won and i lost my fight against unnecessary buffs backed by false evidence and propaganda.

    A step towards the right direction => Tanks > all
    • Up x 1
  15. Aesir

    None of this stuff is based on false evidence and we are asking to not purely buff Tanks ... There are changes needed all around this, you never seemed to have read to OP and most of the conversation in between.

    And since you do not know what you are talking about, it would be best to not talk at all. So stop trolling this otherwise very good thread.
    • Up x 2
  16. EliteEskimo

    Which part was false evidence again? I didn't spend a month gathering false evidence :rolleyes: I also like how you've been trolling me and Aesir but are claiming we've been the trolls this entire time :p
  17. EliteEskimo

    It will probably only be a matter of time until he tries to start trolling your tank thread too Aesir lol:rolleyes:
  18. Aesir

    Well, mine is not a Tank only tread, it's a general Vehicle customization thread, nothing more, nothing less.
  19. EliteEskimo

    True, but he may very well focus troll only the tank part and say tanks don't need more defenses and that you just want an OP tank:p
  20. EliteEskimo

    On the part where you said tanks won't be lost anymore if we buff them I would also disagree. If you think about it the people with no situational awareness will still overextend and get blown up. If they try to repair under fire they'll get shot to smithereens. Plus this will make some people feel powerful they'll overextend when it actuality they are still only safe if they stay with infantry support. A MBT by itself is a dead tank no matter how strong it is, because it doesn't have the speed to escape a bad situation it travels into.