![]() ![]() Its role is already covered by the gal and ESF making it another pointless addition. You can tell it is basic because they are making new vehicles like the Valkyrie. ↑ “ I would say improve air then, it is insanely basic and the only "depth" you find so interesting is some standard physics of hovering coupled with a thruster. This is the best they can come up with because vehicles in general are just that basic in tactical options. ”I would say improve air then, it is insanely basic and the only "depth" you find so interesting is some standard physics of hovering coupled with a thruster. But again, this doesn't matter because we're not even discussing PS2's overall depth, we're discussing whether flight (deep) or MAX/groundVehicles/infantry (shallower) should have their depth improved first.And then on top of that you're just wrong about game depth and that apart from a few historic exceptions like Tribes and grand strategy games like EU4/CK2 which are deeper due to their core design, PS2 is actually deeper than most modern games.So it makes no sense to work on flying's depth before improving the depth of the other systems. My original statement is flying is deepest of PS2's mechanics.Whether you consider PS2 overall to be shallow is completely irrelevant.↑ “ And for the last several posts, I've tried to communicate to you the fact that: If you do get hit by one, bug out low and repair, then back to farming. You don't need flares now, G2A lockons are currently ridiculously easy to avoid due to their current utterly pants tracking, point your nose down with a bit of forward movement and most of them will just fly into the ground/hill/building/tree. Having Flares passive would allow Valkyries to maintain the squad spawn option as well as a small defensive option and fly at low levels for longer periods of time. It's just too exposed to lock-ons at the engagement distance it is forced to fly to fulfill its' role in the game. It would make the Valkyrie a bit more viable. The game mechanic already exists and would be a relatively small investment for SOE to make happen.Ĥ. Excessive use of these weapons are just causing grief to those 90% of players who are trying to learn how to fly.ģ. The Directive system has encourage their use, especially to vets who have already achieved nosegun Directives. All too often vets are scrutinized for using AA lock-ons and coyotes. Vets to the game could reasonably use the "noob" weapons. People new to the game could cert up their aircraft in other more "seemingly" meaningful ways i.e. It would give all flying aircraft a fighting chance against AA lock-ons, coyotes, G2A lock-ons, etc.Ī. It is currently a default option for all flying aircraft and would therefore not affect SOE cashflow.Ģ. You could then spend certs to decrease reload time.ġ. Source: Tell Some Story: Foz - SteamPowered.↑ “ The one and only way I can think of to solve this problem is to make Flares a passive ability for all vehicles. ![]() Realistic damage system affecting both the player and his enemies. Faithful companions to help you on your adventure. Action-adventure + Third person shooter. The plot, which unfolds more and more with each level, will lead you to one of six endings, the choice of which will depend only on the player. My advice is to read the tips, because any bullet can be the last one. The game is hardcore enough, in rare moments of shootouts, you have to show considerable ingenuity to emerge victorious from this or that situation. The main task was to create an adult and serious story with contrasting visuals, in which voxel and low poly models are mixed. The project will not be able to surprise you with ultimatum mechanics or gameplay innovations, but it will try to keep your attention with an intriguing and rich plot, as well as non-standard visuals and atmosphere. ![]()
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