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48 hours review: First impressions from a new beta player!

CymdaiCymdai Member UncommonPosts: 1,043

Hello there, I just recently got into the beta and I wanted to take a second to write out my review of this game after the first day. Review isn't really the right word... it's more of a "Here are the IMMEDIATE things that caught my eye.

Day 1


The +'s:
- The game is utterly gorgeous. I had no framerate issues, though occasionally I would see someone skipping around a lot.
- I like the way vehicles work. I don't like how impossible it is for me, as a new player, to do anything about vehicles.
- The iron sights are definitely awesome. Kudos.
- I like the instant action button a lot; traveling takes forever, and being able to just warp to fights is a great feature.
- I actually LIKE the class system. It prevents one-man wrecking crews, which is lovely.
- Hit detection is pretty spot on.
- I like that MAX's are actually terrifying now; no more "Lolz I have 3 decimators AND a minigun" nonsense

The -'s
- I have a very, very hard time identifying friendly units from enemy units. Especially the NCR; I can barely see them in a lot of situations.
- I literally can't make any sense of the map. I legitimately cannot see anything on the map, I can barely see my icon for it, and in general, I get lost a LOT when using the map (especially in buildings)
- I am not sure yet, but did I see that it requires HUNDREDS of cert points to get unlocks? Is that like a straight month of playing for a Tier 1 upgrade...? I don't know if I read it wrong, but it looked like I needed 500 for an armor upgrade...
- I don't know how to chat with anyone other than the /say and the /squad options.
- Sometimes, my vehicle just seems to flip upside down and explode. And this happened a lot >.>
- Buggy physics can be frustrating when trying to climb a mountain.

I'll update this thread with more thoughts as I continue to play today <img data-cke-saved-src="http://forums.station.sony.com/ps2/styles/default/xenforo/clear.png"; src="http://forums.station.sony.com/ps2/styles/default/xenforo/clear.png"; mcesmilie8"="" alt=":D" title="Big Grin :D">

 

Day 2

 

This won't be as bullet-pointed, but these are things I wanted to discuss more in-deph.

 

Firstly, I really can't stress enough how aggravating and stressful the map system is in this game. I legitimately *cannot* use the map to navigate inside of bases. I'm playing on max settings at 1920 by 1200, and even ALL the way zoomed in, I still can't make out what's what. I also hate that there isn't an auto-run button; why is that? As overly-large as the world is, is aan auto-run key out of the question? Also, the map needs to be scaled down a bit in scope, maybe by 35 percent. I understand that massive battles are the game's calling card... but that's exactly why players don't want to spend 3 minutes walking between fights, dying, respawning, and walking ANOTHER 3 minutes. This is actually my largest source of burnout in the game; the painstaking amount of walking around I do in this game without any actual action is mind-numbing. I'd also imagine this gets EXTREMELY tiring the more you play the game, as this is my second day and I'm already exhausted of all the walking.

Next, I want to touch on how painful it is to identify enemies and friendlies. On the one hand, you have the colored triangles above people's heads. However, the range on this is entirely too far; why am I seeing vehicles through full mountain passes, or enemies over 500 meters away? This needs to be adjusted by class, giving them variable radar ranges. Secondly, the triangles are entirely too small, and in large fights, they're actually distracting and can lead to friendly-fire incidents. Enemies needs to appear as an entirely different color at close range. For example, give TR players DISTINCTIVE red outlines, give NC players DISTINCTIVE blue outlines, and give VS players DISTINCTIVE purple outlines. Using red and blue triangles, when there are red and blue teams... this is just a simple logistical error. Radars also need to have their range reduced to roughly 40 meters for infantry, and 80 meters for vehicles. The point of snipers is that they have that long range... I don't need to see a guy with a heavy machine gun spotting me from 400 away, solely because of a Red triangle above my head. To compound this point ever further, it's damn near impossible to use the radar effectively in indoor situations/base assaults, and it needs a total rework for close quarters combat. 

Following up on this, the terrain is downright infuriating quite frequently. I don't enjoy slowly and painfully scaling a hill, only to slide all the way down. I'm a firm believer that, if you don't want someone to go somewhere, then make it totally inaccessible. There's LOTS of paths leading up, yet I find myself hitching and getting stuck on these said paths far too frequently. There's also the matter of getting "stuck" frequently when doing jumps as infantry. I don't want to get started on the random insta-barrel-roll-suicide problem I have encountered while using the ATVs, which seem like gravity-defying, clunky pieces of garbage (no uphill capabilities whatsoever).. I find the terrain navigation mechanics for many of the land vehicles to be borderline game-breaking in their scope.

A huge, HUGE conceptual flaw is the "timers" for base battles. I don't know who drew this up, but they clearly don't understand that PROLONGED, INCHES-GAINED FIGHTS are what make this game fun. Penalizing people for not capturing a big base fast enough is ludicrous, and a blasphemy to the Planetside franchise. Some of the absolute best battle in Planetside 1 took place for HOURS... HOURS! This is because you might capture a tower, but never come close to capturing the base for hours at a time. As a result, you'd have those EPIC 300 v 300 fights raging on. With the current system you can't have these battles. Why? Because if a team doesn't meet the "time limit" for capturing a base, all the progress they made in the last hour is immediately removed by automatically returning said-captured-points to the defending team. I would go as far as to say that players don't WANT this timer, because it essentially handicaps the potential for a large-scale, ongoing battle.. This is a game-breaking, conceptual and developmental flaw.

Other points I want to make, but don't care to expan on a whole lot at this time:

- the game needs a /stuck command; it happens entirely too much to not exist

- MAXes need to be immunue to Snipers. Snipers already have a major advantage against infantry; they shouldn't even be denting a MAX's armor.

- The knife seems beyond buggy. I don't use it anymore because of how oddly unresponsive it feels.

- Cloakers should be able to knife while stealthed. No shooting is fine, but no knifing, really?

- Instant action should have a timer similar to the way the HART used to have; this way, when people IA in, there are meaningful reinforcements on the offensive/defensive side, not just 1-2 scragglers looking for some easy experience points,

 

I'll post more tomorrow, but this is where I stand presently.

Waiting for something fresh to arrive on the MMO scene...

Comments

  • DrealgrinDrealgrin Member UncommonPosts: 156

    Breaking NDA, you sir, are going to get in trouble.

     

    - MAXes need to be immunue to Snipers. Snipers already have a major advantage against infantry; they shouldn't even be denting a MAX's armor.

     

    Maxes shouldn't be out in the open where snipers can destroy them anyways. Maxes are support, not assault. you so craycray

  • CymdaiCymdai Member UncommonPosts: 1,043

    As I understood it, the NDA was lifted recently...?

     

    Correction: It was lifted 3 weeks ago.

     

    Source: http://www.planetside2forum.com/threads/1041-PlanetSide-2-Beta-NDA-is-now-lifted

    Waiting for something fresh to arrive on the MMO scene...

  • DrealgrinDrealgrin Member UncommonPosts: 156
    my bad. carry on.
  • AdamTMAdamTM Member Posts: 1,376
    Originally posted by Cymdai

    snipped

    1. You need to learn the base layouts, they are all the same.

    There might be 5 or so different base layouts that are repeated all over the map, especially the large ones.

    2. To traverse the map, buy a plane as light assault, bail over objective, engage jetpack, profit.

    The resources you spend on it will be replaced in almost no time. Just don't buy a Galaxy.

    Or, join a squad and move with them. Usually you will have people with the right certs (Sunderer spawns and resupply) that spawn 2 Sunderers, pack up their squad and move around. Also Galaxies, they are there for a reason.

    3. The base lockout is there to stop population-differences to influence success.

    In a 5 hour siege, the faction with the highest pop will win, because on average they will have more people online to throw at the objective. Yes in reality you would be able to wear your enemy down, but on the internet the reinforcement capacity is essentially endless and you need to control for that.

    This is actually a well-known flaw in online territory-control games, I think the lockout is a good idea to combat it.

    The dynamic is just different now, it needs more coordination and strategy from the whole faction. Its not enough to attack a base and just wait untill enough randoms log on/arrive to actually take it. This way you need to coordinate attacks faction-wide and plan assaults with care, so you are actually able to take the facility instead of being actually stopped and fought back.

    Its a good compromise.

    4. yes you need hundreds of cert points for certain things, but cert gain is actually pretty good as long as you do objectives and dont just shoot dudes with your gun.

    I'm able to get 10-20 cert points as a medic or engineer, healing or repairing.

    5. i agree that the game is buggy as shit

    6. ground vehicle control needs a lot of work

    7. there is a dropdown menu for chat next to the text-box, also you can go into the squad menu and there into communications submenu to join specific channels.

    8. the developers have stated they will not add any red outlines on enemies as they want to teach you the visual recognition of enemy infantry and vehicles just like in a real combat situation.

    All 3 factions have very distinct outlines and visuals to highlight that.

    Also adding outlines on enemies would completely invalidate camo-paint.

    9. Radar is combined by your LOS, your squads LOS, radar, facility radar and other friendlies LOS.

    Because vehicles have larger hitboxes, usually they are always spotted by someone or something.

    You can also spot enemies with a radial menu on the Q key as well as give commands with it.

    10. terrain needs work.

    11. cloakers knifing: there is a cert for that.

    12. IA is only a way to quickly deploy yourself into the general area of interest when you log in, its not supposed to work as a way to strategically reinforce an assault or defense, it would make sunderers and galaxies obsolete and pointless.

    image
  • CymdaiCymdai Member UncommonPosts: 1,043
    Originally posted by AdamTM
    Originally posted by Cymdai

    snipped

    5. i agree that the game is buggy as shit

    6. ground vehicle control needs a lot of work

    7. there is a dropdown menu for chat next to the text-box, also you can go into the squad menu and there into communications submenu to join specific channels.

    8. the developers have stated they will not add any red outlines on enemies as they want to teach you the visual recognition of enemy infantry and vehicles just like in a real combat situation.

    All 3 factions have very distinct outlines and visuals to highlight that.

    Also adding outlines on enemies would completely invalidate camo-paint.

    9. Radar is combined by your LOS, your squads LOS, radar, facility radar and other friendlies LOS.

    Because vehicles have larger hitboxes, usually they are always spotted by someone or something.

    You can also spot enemies with a radial menu on the Q key as well as give commands with it.

    10. terrain needs work.

    11. cloakers knifing: there is a cert for that.

    12. IA is only a way to quickly deploy yourself into the general area of interest when you log in, its not supposed to work as a way to strategically reinforce an assault or defense, it would make sunderers and galaxies obsolete and pointless.

    This is still a problem, in my opinion, currently. In particular, it is a huuuuuuuuuuuuuuuuuge pain in the ass to try and see the NC in a lot of the bases, because the walls and banners and computers are blueish. I've run right past NC guys repeatedly because they are so non-descript in comparison to say, the TR, who stick out like sore thumbs. Perhaps some compromise could be reached, where close-quarters combat has a faint glow aorund them or something.

     

    The radar really does need a smaller scope though. While I get what they were going for with being able to see what your team can see, I'd like a more "relevant" rader. I.e. I don't need the red triangles marking enemies 800m away. Put those enemies on the map, but leave them off the radar so that I can just focus on immediate/proximal threats, not distant ones that aren't even factors just yet.

    Waiting for something fresh to arrive on the MMO scene...

  • AdamTMAdamTM Member Posts: 1,376
    Originally posted by Cymdai
    Originally posted by AdamTM
    Originally posted by Cymdai

    snipped

    5. i agree that the game is buggy as shit

    6. ground vehicle control needs a lot of work

    7. there is a dropdown menu for chat next to the text-box, also you can go into the squad menu and there into communications submenu to join specific channels.

    8. the developers have stated they will not add any red outlines on enemies as they want to teach you the visual recognition of enemy infantry and vehicles just like in a real combat situation.

    All 3 factions have very distinct outlines and visuals to highlight that.

    Also adding outlines on enemies would completely invalidate camo-paint.

    9. Radar is combined by your LOS, your squads LOS, radar, facility radar and other friendlies LOS.

    Because vehicles have larger hitboxes, usually they are always spotted by someone or something.

    You can also spot enemies with a radial menu on the Q key as well as give commands with it.

    10. terrain needs work.

    11. cloakers knifing: there is a cert for that.

    12. IA is only a way to quickly deploy yourself into the general area of interest when you log in, its not supposed to work as a way to strategically reinforce an assault or defense, it would make sunderers and galaxies obsolete and pointless.

    This is still a problem, in my opinion, currently. In particular, it is a huuuuuuuuuuuuuuuuuge pain in the ass to try and see the NC in a lot of the bases, because the walls and banners and computers are blueish. I've run right past NC guys repeatedly because they are so non-descript in comparison to say, the TR, who stick out like sore thumbs. Perhaps some compromise could be reached, where close-quarters combat has a faint glow aorund them or something.

     

    The radar really does need a smaller scope though. While I get what they were going for with being able to see what your team can see, I'd like a more "relevant" rader. I.e. I don't need the red triangles marking enemies 800m away. Put those enemies on the map, but leave them off the radar so that I can just focus on immediate/proximal threats, not distant ones that aren't even factors just yet.

    Well its a pain in the ass there. In the open desert at sundown however its way easier to spot them than TR.

    I think its fine.

    Like I said, since you can paint camo on your soldiers, it would make it completely obsolete to have them glow, the camo is supposed to give you less visibility and confuse the enemy.

    Its just part of the game.

    Radar is imho fine too. I'd rather see that Prowler from a mile away than taking a shell to the face.

    It seems that you are focused on CQC and facility defense, which is fine, but in a large-scale assault the radar-triangles are invaluable tools.

    Maybe you could check if there is an option for that in the menu or sth. I mean I'm not against options to customize what you want on your tactical display, I just don't want it completely removed because the spotting mechanic is really good.

    image
  • Paragus1Paragus1 Member UncommonPosts: 1,741

    I started playing this a bit last night and my major beef is the fact that the game shows you enemy locations on the mini map and with things above people's heads.   This makes it impossible to sneaka round and hide without being seen by someone who otherwise should not know you are there.

     

     

    Is there some way to not show up on the map or some other server ruleset that won't have this?

  • BeanpuieBeanpuie Member UncommonPosts: 812
    Originally posted by Paragus1

    I started playing this a bit last night and my major beef is the fact that the game shows you enemy locations on the mini map and with things above people's heads.   This makes it impossible to sneaka round and hide without being seen by someone who otherwise should not know you are there.

     

     

    Is there some way to not show up on the map or some other server ruleset that won't have this?

    if your speaking about the red triangles on the enemy infantry/vehicle I believe i can explain:

     

    When that usually happens, its from other people on your team "spotting" the enemy.

    enemy spotting occurs pretty much when there is a visual of their target , such as another soldier of any class or vehicle of any type.

    once looked at, they press a key on the keyboard and the triangle appears, that triangle is shown on the map in proximity (dont know the range) and everyone in the proximity will see the target on both map and on their visual screen.

     

    now with that said there are certain limits for the red triangle spotting icon.

    1. the person thats doing the spotting on said target must keep them visually in their sights, other wise it breaks

    2. they can only spot one target at a time, so there is no multi spotting from one person

    3. you cannot spot through buildings, such as if some one runs into a build or a wall that covers the line of sight, the spot breaks.

     

    As far as sneaking goes, its a toss up between knowing your environment, situation and what you have at your disposal.

    seen people who were spotted, use their surroundings to not only break it. as well as  good infiltrators able to not be spotted at all while taking people out both sniper rifle and knife.

    imo,  when infiltrators and light assaults start certing up abilities.  those two groups will have a stronger chance of sneaking around.   

     

    partially off topic

    i also believe the devs do need to be more proactive in making more bases with much much larger interiors.  some aspects of people sneaking around inside of buildings is sparse in this game compared to PS1. it was one of the bigger elements that help made the game interesting.

  • CrashsplashCrashsplash Member Posts: 22

    I agree with the thoughts here.

    Map issues exist - however, I'm not taking this seriously at present as this is clearly a work in progress, bases are being changed in response to feedback and the maps haven't kept up. It sucks but it's only temporary.

    The same with the other points tbh, these things are not 'fixed' and are changing in response to the testing being done by the beta testers.

     

  • KarteliKarteli Member CommonPosts: 2,646
    Originally posted by Cymdai

    A huge, HUGE conceptual flaw is the "timers" for base battles. I don't know who drew this up, but they clearly don't understand that PROLONGED, INCHES-GAINED FIGHTS are what make this game fun. Penalizing people for not capturing a big base fast enough is ludicrous, and a blasphemy to the Planetside franchise. Some of the absolute best battle in Planetside 1 took place for HOURS... HOURS! This is because you might capture a tower, but never come close to capturing the base for hours at a time. As a result, you'd have those EPIC 300 v 300 fights raging on. With the current system you can't have these battles. Why? Because if a team doesn't meet the "time limit" for capturing a base, all the progress they made in the last hour is immediately removed by automatically returning said-captured-points to the defending team. I would go as far as to say that players don't WANT this timer, because it essentially handicaps the potential for a large-scale, ongoing battle.. This is a game-breaking, conceptual and developmental flaw.

    Thanks for your writeup.  It is refreshing to have someone with a critical eye for detail giving reviews.

     

    The above part caught my eye especially, and I agree that the battle system PS2 implemented is trash.  This actually makes me less inclined to try this game.  I hope it is "corrected", as I'm not a huge fan of the new wave of casual MMO's with simplistic, fast, yet meaningless scenarios.

    Want a nice understanding of life? Try Spirit Science: "The Human History"
    http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
    Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.

  • CrashsplashCrashsplash Member Posts: 22
    Originally posted by Karteli
    Originally posted by Cymdai

    A huge, HUGE conceptual flaw is the "timers" for base battles. I don't know who drew this up, but they clearly don't understand that PROLONGED, INCHES-GAINED FIGHTS are what make this game fun. Penalizing people for not capturing a big base fast enough is ludicrous, and a blasphemy to the Planetside franchise. Some of the absolute best battle in Planetside 1 took place for HOURS... HOURS! This is because you might capture a tower, but never come close to capturing the base for hours at a time. As a result, you'd have those EPIC 300 v 300 fights raging on. With the current system you can't have these battles. Why? Because if a team doesn't meet the "time limit" for capturing a base, all the progress they made in the last hour is immediately removed by automatically returning said-captured-points to the defending team. I would go as far as to say that players don't WANT this timer, because it essentially handicaps the potential for a large-scale, ongoing battle.. This is a game-breaking, conceptual and developmental flaw.

    Thanks for your writeup.  It is refreshing to have someone with a critical eye for detail giving reviews.

     

    The above part caught my eye especially, and I agree that the battle system PS2 implemented is trash.  This actually makes me less inclined to try this game.  I hope it is "corrected", as I'm not a huge fan of the new wave of casual MMO's with simplistic, fast, yet meaningless scenarios.

    It's already changed (if you're referring to what I think you are) - ie there's no timed lock out from capturing a base.

     

    The base capture process is something still subject to change based on tester feedback. So ... hopefully we'll get a good one at the end of the day. :)

     

  • mmoguy43mmoguy43 Member UncommonPosts: 2,770

    -atm there are TOO many vehicles put on the field. There isn't much that can be done about 30 prowlers.

    -They know after a lot of player feedback that new players are very disoriented and don't have enough direction where to go

    -Certs and cert gains are still being adjusted. The plan is that it will take 1-2 years to max out every cert.

    -There is also /tell [name] and /re (Region only). /yell afaik goes to the other empires also

    -The terrain isn't buggy you just can only climb certain slops based on your moving speed so a running start and momentum after a jump helps. You need to learn what you can and can't climb.

    -Bases are not all the same but the buildings/objects used in them are. Not every base plays the same.

    -Base capturing is more complicated than simply a matter of time. It also has to do with the surround hex influence. Base captures are even slower now than they used to so that the defenders can retake it.

    -Game has /suicide if you are stuck. Or you can log out.

    -Knife is buggy how? It isn't instant and it is very short range.

    -Non headshots do very little armor damage to MAX

    -Vehicles easliy spotted has nothing to do with hitbox. They automatically are displayed on radar if nearby unless they have the Stealth upgrade.

    -Currently it is really easy to be spotted because of vehicles with the Scout Radar upgrade which is showing everything on the minimap in about a 200m range. I suspect they will change this.

     

    They have various capture mechanics in the works with shields and spawn generators that can be destroyed which is helping. It is much better than it used to be with domination and capture lockouts. Definately a work in progress but they are making progress.

     

     

  • mmoguy43mmoguy43 Member UncommonPosts: 2,770
    Originally posted by Karteli
    Originally posted by Cymdai

    A huge, HUGE conceptual flaw is the "timers" for base battles. I don't know who drew this up, but they clearly don't understand that PROLONGED, INCHES-GAINED FIGHTS are what make this game fun. Penalizing people for not capturing a big base fast enough is ludicrous, and a blasphemy to the Planetside franchise. Some of the absolute best battle in Planetside 1 took place for HOURS... HOURS! This is because you might capture a tower, but never come close to capturing the base for hours at a time. As a result, you'd have those EPIC 300 v 300 fights raging on. With the current system you can't have these battles. Why? Because if a team doesn't meet the "time limit" for capturing a base, all the progress they made in the last hour is immediately removed by automatically returning said-captured-points to the defending team. I would go as far as to say that players don't WANT this timer, because it essentially handicaps the potential for a large-scale, ongoing battle.. This is a game-breaking, conceptual and developmental flaw.

    Thanks for your writeup.  It is refreshing to have someone with a critical eye for detail giving reviews.

     

    The above part caught my eye especially, and I agree that the battle system PS2 implemented is trash.  This actually makes me less inclined to try this game.  I hope it is "corrected", as I'm not a huge fan of the new wave of casual MMO's with simplistic, fast, yet meaningless scenarios.

    Oh please... you think the OP's being critical makes him more trustworthy? He has actually made many poor judgement calls. But if you are looking for another game to hate on and the OP is your catalyst, I can understand why you would say that.

  • KarteliKarteli Member CommonPosts: 2,646
    Originally posted by mmoguy43
    Originally posted by Karteli
    Originally posted by Cymdai

    A huge, HUGE conceptual flaw is the "timers" for base battles. I don't know who drew this up, but they clearly don't understand that PROLONGED, INCHES-GAINED FIGHTS are what make this game fun. Penalizing people for not capturing a big base fast enough is ludicrous, and a blasphemy to the Planetside franchise. Some of the absolute best battle in Planetside 1 took place for HOURS... HOURS! This is because you might capture a tower, but never come close to capturing the base for hours at a time. As a result, you'd have those EPIC 300 v 300 fights raging on. With the current system you can't have these battles. Why? Because if a team doesn't meet the "time limit" for capturing a base, all the progress they made in the last hour is immediately removed by automatically returning said-captured-points to the defending team. I would go as far as to say that players don't WANT this timer, because it essentially handicaps the potential for a large-scale, ongoing battle.. This is a game-breaking, conceptual and developmental flaw.

    Thanks for your writeup.  It is refreshing to have someone with a critical eye for detail giving reviews.

     

    The above part caught my eye especially, and I agree that the battle system PS2 implemented is trash.  This actually makes me less inclined to try this game.  I hope it is "corrected", as I'm not a huge fan of the new wave of casual MMO's with simplistic, fast, yet meaningless scenarios.

    Oh please... you think the OP's being critical makes him more trustworthy? He has actually made many poor judgement calls. But if you are looking for another game to hate on and the OP is your catalyst, I can understand why you would say that.

    Trustworthy or not, the OP gave some pretty detailed examples of his/her experiences - some pretty damning ones too IMO.  All it took you was a few sentences to poo poo everything, without examples or sources.  Who should I believe?  Yeah the OP (Cymdai) has more credibility :P

    Want a nice understanding of life? Try Spirit Science: "The Human History"
    http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
    Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.

  • BetaguyBetaguy Member UncommonPosts: 2,629
    I'll be the judge, I just got beta and currently installing, will be in shortly to give the game a shot... see you on the battlefield. ;)
    "The King and the Pawn return to the same box at the end of the game"

  • DragFireDragFire Member Posts: 16
    I was expecting something similar experience as WWII Online: Battlegrounds Europe. The true feel of war and strategy objectives. I feel this is a mindless massive Battlefield/COD. Some fights are very epic but the rest is just boring.
  • bcbullybcbully Member EpicPosts: 11,838
    as far as the map and getting your barings, it will take a couple weeks. I'm just now starting to now which bases are which and what I need to do. The first week lol I was just running around dieing alot lol.
    "We see fundamentals and we ape in"
  • bcbullybcbully Member EpicPosts: 11,838
    Originally posted by Betaguy
    I'll be the judge, I just got beta and currently installing, will be in shortly to give the game a shot... see you on the battlefield. ;)

    see you out there tonight. can't wait, especially if you not VS ;)

    "We see fundamentals and we ape in"
  • thamighty213thamighty213 Member UncommonPosts: 1,637

    Personally thought it wasnt a patch on the original PS and is going to be cash shopped to death.

     

    Couldnt put a finger on why but just nothing about it felt good or anywhere close to the original be it capture mechanics, leveling up or the core gameplay. May just be that PS seemed fresh and ahead of its time and PS2 feels like its all been done before.

  • moguy2moguy2 Member Posts: 337
    I dont know if anyone said it yet but what about the shield not protecting you at your own sanctuary? I had to stop playing the beta because I either had to swap sides to NC or risk getting blown up every time I left the VS sanctuary. THere was and still is 100 doods outside our sanctuary just waiting to blow up people who make ships etc. You can be killed all day long INSIDE the sanctuary.
  • CaldrinCaldrin Member UncommonPosts: 4,505

    Most of the ponits the OP made he will soon get used to.

     

    I have no issues with the base layouts took me maybe a day to know them all..

    I also have no isseus spotting enemies, again its somthing you will et used to.

     

    Also remember its still closed beta things are changing all that time and the includes the base capture mechanics, they are trying different things with nearly every patch..

  • morbuskabismorbuskabis Member Posts: 290

    I also have often a hard time to identify who is friend or foe, esp. in night times. Somhow I din't had that trouble in PS1.

    There are just a bit to much info on the screen. For example when you take aout a Biolab. With all the player names, capturepoints and shooting around you it is hard to keep good focus.

    But other than that this game is realy cool and I enjoy the heck out of it.

    image -Massive-Industries- Heavy Duty

  • AshluraAshlura Member UncommonPosts: 127

    I refuse to pay for Alpha, but I enjoy reading all the reviews.

    It sounds like another failed game though. I am not trying to hate either.

     

    Vehicles vehicles and more vehicles which I have heard the game mentioned as "World of Tanks 2".

     

    Now hearing large red triangles will be above our heads is annoying too.

     

    Not sure I will be picking this up, but I would have without all the reviews. Thanks for being objective.

  • Atlan99Atlan99 Member UncommonPosts: 1,332

    This game is going to be as close to P2W as possible without having an actual I Win button.

    I've tried to get into a few times, but the grind is massive even though it's beta. Want to upgrade something in your certs. You get the message need more Station Cash.

    It sucks because the game looks like it might actually be fun

  • mmoguy43mmoguy43 Member UncommonPosts: 2,770

    I liked the past update where the passive cert gains were on and "juiced". You would get 10k points in a day. Interesting thing is that a lot of people on the official forums commented that they didn't see much of a difference in gameplay (of course there are still weapon unlocks that can make a big difference VS certain things like Skyguards Lightnings vs Air). Just goes to show that it is fairly balanced already between a new player and a 1 year vet.

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