What Content or Features do you Want to see Added or Changed to PS2?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by DorianOmega, May 20, 2015.

  1. DorianOmega

    Refer to title,

    Personally Id like to see more vehicles and meta game content, a proper resource system and even more vehicles to allow for a greater depth of strategy, how about you forumside?
  2. RedArmy

    remove the Valkyrie, it has no place in the game. add the NS max weapons and the rocklet rifle and ill be happy, long term i want Searhus and the BFRs.
  3. Pikachu

    ■ Battle islands
    ■ Galaxy vehicle transport
    ■ NS MAX HMG
    ■ 3rd gun on MBT

    Hypothetical:
    ■ Weather effects
    • Up x 2
  4. Cuze

    What I want most, is bases that have a battle flow similar to Battlefield's maps instead of ones that feel like they are designed for Call of Duty, but with tanks and air shooting in.

    By that I mean the capture points spread out across the entire zone, with each point having a base built up around it. Tanks can drive around in the bases, but would be severely limited mobility wise, and would not be able to fire directly on the point without putting itself into that vulnerable area. The area in between bases would have less cliff faces, and actually allow vehicles some freedom of movement, but would be more cover dense to allow infantry to hide and sneak up on vehicles.

    I feel like if they could somehow get a map flow similar to Battlefield, things like the HE and long range infantry AV could be brought into a better feeling balance without either feeling overpowered or weak. The map flow would allow infantry to spread out more and not all get hit by a single HE round while also allowing them more opportunities to close in distance on the vehicles.
    • Up x 1
  5. DorianOmega

    YES, especially the 3rd gun on MBT.
  6. FateJH

    I want to see players added.
    • Up x 3
  7. Grumblefern


    ^^^

    Anything that brings new players in. Preferably a large amount all at once rather than a trickle, so that they can farm eachother rather than getting immediately stomped by players with thousands of hours into the game and superior loadouts.
    • Up x 1
  8. Demigan

    • an overall better cooperation and synergy between infantry, tanks and aircraft
      • Every unit type and class gets something against each other class.
        • So even the Medic has an AA weapon available. this does not mean he's got a flak canon, it can mean he's got a non-damaging flak grenade that decreases turn ratio of nearby aircraft, reducing their chance of hitting friendlies as well as increasing their chance of hitting the ground. Other classes can suck away ability energy or force a reload, put down thermal-blockers, disable scopes and zoom etc.
        • All infantry should be able to pose more of a threat to vehicles. Similar to AA, this does not mean every single class will be able to destroy or damage vehicles. I would prefer most of these options are close-range options, such as grenades and utilities that reduce turn-ratio's, speed, reload time, suck away ability energy or lock an ability temporarily, disable scopes and zoom etc. Preferably a lot of these things are non-lethal, but require repairing to get rid off. This gives infantry a more leverage against vehicles to push them away, without actually destroying them. This is fine for infantry as they are costless units and usually come in groups.
        • Aircraft already have the ability to attack all unit types... in one single loadout. Enough said about that.
      • The ability for each unit type to use the Q-radial menu for designating targets. A tanker, aircraft or infantry could request an aircraft bombardment on a specific enemy this way, and all aircraft within a large radius will be able to see the target highlighted so they have an easier time attacking the same target or finding a crucial one. You can also request a tank-strike or infantry strike. These targets are visible to everyone, in-squad our out of squad. To avoid clutter you can only place one or two at a time (needs certing), and only a limited amount will be displayed. Aircraft will only receive aircraft markers, tanks only tank markers etc.
      • Continuing on the last point, Squad/platoon leaders can place "area" markers through holding V and getting a radial menu. Or by going into the map. They can designate where or what an area has. Such as showing where AA is located, an AV infantry nest is making your life hard or where a group of tanks is holding up.
    • More logistics. Rather than the huge ammo reserves each and every unit has make people more dependent on logistics to keep alive. Starting with a reduction of ammo you can increase dependency without making people completely dependent.
      • Just a ball-park idea, reduce ammo capacity of almost every unit to only a quarter of what it is now.
      • Allow players to hack ammo towers or disable them.
      • Give players the ability to call for extra ammo. This is a utility that costs a bit of resources and places a short-range ammo pack that lasts only a few seconds. You could also only allow this type of ammo requisition when a specific uplink is in your hands. This can be a placed uplink such as a Sunderer equipped with radar or a constructed ammo beacon within the Hex, or having control over the many, many antennae across the entirety of every continent, would give an additional meta-game where you can fight over those and take out engineers+ammo packs to starve your enemy of ammo.
      • For tanks and aircraft, allow all players to buy different utilities. A micro-ammo pad, which can be placed by any player on the ground. It's easily destroyed by other infantry small-arms and can resupply only the vehicle that's standing on top. But it can be placed almost anywhere. Works on ground and air vehicles.
        additionally a small ammo-tower. Once placed engineers need to construct it for it to work. This works more like a normal ammo tower and is stronger, but still requires protection as infantry-small arms can still hit it and a few aimed shots by rockets or tanks can destroy it. Works on ground and air vehicles.
      • The above changes would allow all unit types to fight back in some way, regardless of loadout. Fast attack vehicles and scouts would become more prized as they can locate and destroy (or tell someone else to destroy) these ammo beacons to force the enemy back to their base for ammo, or be depended on Sunderers and ammo Galaxies.
    • Continuing on the utility placement. More types of stuff could be place able everywhere. From sandbags to protect yourself from some gunfire until they are destroyed, to small walls that can stop vehicles (out of necessity these things will be neutral, so friendlies can destroy them in case of hampering). All these things have a short timer when unused as well as a limited health to prevent the server from having too many problems with placement. Possibly a limit in the total that can be placed in one area.
      • Add big utilities for engineers. These are large packages that need to be constructed to work and are vulnerable before they are constructed. This way a player could construct a base-turret out in the open, the aforementioned ammo towers, shield generators to protect a small area etc.
      • Other big utilities for engineers could consist out off improving bases. Think off putting a destroyable roof over a walk-bridge to protect your fellow infantry, creating walls around different areas for protection or maybe even putting a destroyable door somewhere to block enemies from entering.
    • A BALANCED AA+AIR GAME
      • Regardless who you ask, there's almost no-one who says that the AA vs air game is fair. The AA guys mostly say that AA is too weak, the air-guys say that it's too strong. They are both, in a way, right and wrong. Whatever the case, it shows that the current AA vs air game is not as it's supposed to be as neither group really enjoys it.
        • First of all, reduce the range at which flak explodes by a lot. Right now flak it simply a spray&pray mechanic that only works due to this large range at which it still counts as a hit. If more skill is needed to hit the problem of bad AA scaling, where many AA quickly become too powerful for most (non-teamwork) aircraft. This allows AA to get more power and actually kill solo, while a good aircraft could fight above half a dozen AA sources without ever getting hit solely by it's agility and skill.
        • Similar to flak, lock-ons need a do-over as well. They take too long to lock and are useless against any aircraft with half a brain, but any weapon that is based on "aim near target, wait a second, fire and forget" has no real right to be in the game. Rather than a lock-on, allow rockets to be fired instantly, but the player needs to aim their weapon on or nearby the enemy aircraft to hit. So any aircraft that breaks LOS is instantly in the clear, they can also avoid the lock-on by managing to avoid the lock-on player's aim. If the lock-on player doesn't aim close enough to the aircraft, lock is broken and the missile will stop locking... until the lock is re-gained on the same (or another) aircraft.
        • Add an MBT primary canon AA. Designed so that ESF can easily avoid it's powerful fire, but strong against Liberators, Valkyries and Galaxies who have a tougher time avoiding it. Think of a non-flak Viper canon without bullet drop and high-speeds instead of the normal AP canon for instance. Reduce the turret turn-ratio's so that ESF are harder to track and you've got a dedicated big-aircraft hunter.
      • Get more differentiated aircraft! Currently ESF fulfill the role of close-support helicopter, AA fighter, infantry killer and tank hunter, and can do so in one loadout or do at least two of these in almost every other loadout.
        • make ESF more specialized. Rather than "one loadout fits nearly all" make them choose what they can engage.
        • Make ESF into fighter-bombers and fighters. Give them the ability to carry bombs that are dropped straight down. Can have some nice utilities such as hit-indicator (shows where with your current speed the bomb will fall) or ejection-seat (bombs don't have your speed and drop straight down).
        • For close-support create upgraded Valkyries. For instance a helicopter style two-seater, where the gunner now has 180 degree turning angle as well as better weapon systems, and the pilot getting some heavy weaponry placed where the rumble seats used to be to engage vehicles or infantry. The slowness and vulnerability against ESF force it closer to the ground, where it's heavy armor can be tested against the rockets and tank canons that have a chance of hitting them.
          Create a gunship-style Valkyrie. Put two side-mounted guns instead of the rumble seats. These guns can switch sides by pressing X. This Valkyrie can circle around a target while the side-mounted guns unleas AI, AA or AV punishment.
          these two Valkyries would take up the role of close support, hovering around bases and doing quick strikes against vehicles.
  9. elkikko92

    Metagame on lattice, new system of capture and more generators
    • Up x 1
  10. Scr1nRusher

    Recon Drone.

    NS Mass Drivers & Locust Cannons.

    ES buggy's

    NS MAX Grenade Launcher & Flame Thrower

    etc etc

    You get the point.
  11. FieldMarshall

    PS1 stuff, like serious deployables and a proper spawnroom mechanic.

    Also balance out the directives to be more consistant.
  12. Eternaloptimist

    I would like to see a choice of the currently unlocked continents to deploy to, rather than being assigned one, or an ABH (anything but Hossin) setting (lol - just my personal anti preference, that last bit)
  13. toast2250

    Wush whooo whoo wush WhOhOh wush,.. lol,..