Russ: New Assault Mode Being "difficult", Likely To Get Bumped By A Different New Mode In Development
#21
Posted 12 September 2016 - 02:36 PM
Said no one ever.
#22
Posted 12 September 2016 - 02:50 PM
Johnny Z, on 12 September 2016 - 01:50 PM, said:
Some backer in my planetside 2 outfit says that the guys behind it had been developing new technologies to make everything they wanna do on starcitizen work.
Now what kind of technologies are ? I have no idea.
#23
Posted 12 September 2016 - 03:08 PM
#24
Posted 12 September 2016 - 05:01 PM
If they end up implementing an Attack/Defend mode though then that would be fine.
#26
Posted 12 September 2016 - 05:10 PM
#27
Posted 12 September 2016 - 05:17 PM
That's better than what we have right now. I mean we're left wondering WTF they're doing? Watching the anniversary edition of Strange Brew? Reruns of Northern Exposure?
Their almost total news blackout is probably half of their problems as far as their customer base goes. C'mon PGI, you don't even have to meet us HALF way, just reach out 40% of the way to us, we'd be happy to bridge the other 60% back to you.
Why is this so hard for them to get?
#28
Posted 12 September 2016 - 05:36 PM
Quote
the thing is, if it was not fun, they would have tried it in the pts server to make sure it's not fun.
this reeks of them promising destructible walls around bases and then being unable to deliver destructible walls at all
#29
Posted 12 September 2016 - 05:58 PM
#30
Posted 12 September 2016 - 06:51 PM
Imperius, on 12 September 2016 - 05:58 PM, said:
I think after reading enough bittervet bile I'm just going to respond via a conspicuous non sequitur every time.
So - OH YEAH?! Mary Shelly was 14 when she wrote Frankenstein. Eat that Punk!
Edited by ShoeKush, 12 September 2016 - 06:52 PM.
#31
Posted 12 September 2016 - 07:07 PM
Cannot see much changing for the near foreseeable future other than new mechs...
#33
Posted 12 September 2016 - 08:38 PM
#34
Posted 12 September 2016 - 08:42 PM
ShoeKush, on 12 September 2016 - 06:51 PM, said:
I think after reading enough bittervet bile I'm just going to respond via a conspicuous non sequitur every time.
So - OH YEAH?! Mary Shelly was 14 when she wrote Frankenstein. Eat that Punk!
You're my new favorite forum warrior...
#35
Posted 13 September 2016 - 02:49 AM
I am hoping in vain that PGI is going to implement some successful game modes from other succesful games (Capture the flag, plant the bomb, hostage rescue, etc), game modes that have worked on multiple maps for several decades. But I am worried we will get another flavour of team deathmatch, with the option to stand on squares, stand on circles or stand on rectangles to win the match.
#36
Posted 13 September 2016 - 02:53 AM
Wintersdark, on 12 September 2016 - 10:47 AM, said:
Sometimes, things don't work out. I'd rather it be scrapped/delayed than crammed in absolutely broken. And a base assault mode is inherently difficult; look at how just having turrets was awkward and campy. When you have a strong position, there's little reason to leave. As the new assault was a symmetrical mode, there's a very strong probability that people were just refusing to leave their bases.
A pity though.
I was looking forward to seeing how base assault would play out.
Hope for an official post on explaining why base assault have to be scrapped. and what is the plan for new new assault.
Edited by xengk, 13 September 2016 - 02:53 AM.
#37
Posted 13 September 2016 - 03:28 AM
Quote
I forgot what I did.
Edited by Stone Wall, 13 September 2016 - 03:28 AM.
#38
Posted 13 September 2016 - 03:55 AM
You also have to consider that with the current system assault have to be played on every map - maybe it would be a start to hardwire the game mode with the map.
To be successful and symmetric a assault mode need multiple possibilities to achieve victory
For example when turrets work great vs lights you need heavys or assaults to capture - but you invalidate the light as a role completely - so those turrets need to work best vs heavys and assault but are unable to track lights.
So light or fast mediums have to neuter the enemy base defenses.
I really would like to have a kind of pilboxes as defense - consider flesh and blood infantry with support ppcs in those boxes -and you can clear them faster with flammers and machine guns rather than well aimed gauss slugs.
#39
Posted 13 September 2016 - 03:57 AM
Stone Wall, on 13 September 2016 - 03:28 AM, said:
I forgot what I did.
It realy does not matter. I got blocked for asking about new tech to complete our old stock mech builds.
getting blocked by russ is very easy.
#40
Posted 13 September 2016 - 09:04 AM
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