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Spec Ops Cipher
Seraphim Initiative. CRONOS.
90
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Posted - 2013.06.19 22:21:00 -
[1] - Quote
This will not happen anytime soon.
Defenders need an advantage. The active scanner is the beginning.
In future, things may be a little less assault centric. Things may be on a different level, with new equipment like cloaks and jet/jump packs. Items like these would revolutionise attacking a point, allowing an attack to come anytime and anywhere, they would soon be declared OP and nerfed.
Unless they had a perfect counter.
My ideas:
Deployable disruptors - equipment that can be placed, large, 100m+ radius. Depending on tier, they will lower the effectiveness of an enemies cloaks and jet packs, eg from 5s to 3s invisibility. They will be destroyable and hackable, having a large number of HP ( for equipment).
The installation equivelent of this (for when we can call down installations) - having control of these will make items like jet/jump pack and cloak unusable while in its radius. Higher Hp than other installations, no offensive capabilities.
Active jammer - A variant of the active scanner. Lock onto enemies, then limit their abilities to use the above items for a short time.
It's all about area denial. It would allow CCP to add more powerful types if equipment (as above) without it dominating the game. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
90
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Posted - 2013.06.19 22:21:00 -
[2] - Quote
Reserved, just in case |
Forlorn Destrier
ZionTCD
1015
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Posted - 2013.06.19 22:26:00 -
[3] - Quote
1. What jet packs have you seen in game? 2. The active scanner helps attackers and defenders; listing it as a defender only tool is misleading 3. CCP has already stated they are planning for other modules (shield bubbles; webifiers; etc) |
BuTtHuRtPEepZ
Raging Pack of Homos
29
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Posted - 2013.06.19 23:11:00 -
[4] - Quote
I would like a device that disrupts electronic equipment within a certain radius. so enemy uplinks/repair guns/scanners/nanohives are rendered ineffective within the certain radius.....i really hate uplink spammers |
Scheneighnay McBob
Bojo's School of the Trades
1679
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Posted - 2013.06.20 00:20:00 -
[5] - Quote
It's confirmed that we'll be getting active scanner installations (in the oldest gameplay video, from the carbon engine, you can see these installations; look like radar dishes)
Hopefully we'll also get a deploy-able version of the upcoming crusader abilities. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
209
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Posted - 2013.06.20 01:05:00 -
[6] - Quote
Spec Ops Cipher wrote:This will not happen anytime soon.
Defenders need an advantage. The active scanner is the beginning.
In future, things may be a little less assault centric. Things may be on a different level, with new equipment like cloaks and jet/jump packs. Items like these would revolutionise attacking a point, allowing an attack to come anytime and anywhere, they would soon be declared OP and nerfed.
Unless they had a perfect counter.
My ideas:
Deployable disruptors - equipment that can be placed, large, 100m+ radius. Depending on tier, they will lower the effectiveness of an enemies cloaks and jet packs, eg from 5s to 3s invisibility. They will be destroyable and hackable, having a large number of HP ( for equipment).
The installation equivelent of this (for when we can call down installations) - having control of these will make items like jet/jump pack and cloak unusable while in its radius. Higher Hp than other installations, no offensive capabilities.
Active jammer - A variant of the active scanner. Lock onto enemies, then limit their abilities to use the above items for a short time.
It's all about area denial. It would allow CCP to add more powerful types if equipment (as above) without it dominating the game.
I'm inclined to disagree with you.
I think attackers should get bonuses relating to their stance of the district. They should typically have a high deployed clone count, get OB's a bit more easilty or smaller tactical drops to take out turrets and such, other in game mechanics that mean they have to press through heavily defended zones and such.
Consequently defenders should be able to set up defensive choke points, small and large turrets, set down complexes that have to be cleared, and generally all sorts of fortifications and defendable assets and zones that give them the in combat edge. Oh did I mention having a lower clone count would help generate the feeling of a last ditch stand all that much better. |
Mobius Wyvern
BetaMax. CRONOS.
2013
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Posted - 2013.06.20 02:51:00 -
[7] - Quote
BuTtHuRtPEepZ wrote:I would like a device that disrupts electronic equipment within a certain radius. so enemy uplinks/repair guns/scanners/nanohives are rendered ineffective within the certain radius.....i really hate uplink spammers Kind of an odd thing to hate in a game where having as many spawn options as possible is essential to victory. |
PlanetSide2Bomber
Edimmu Warfighters Gallente Federation
1
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Posted - 2013.06.20 03:15:00 -
[8] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
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