View Full Version : Core Combat- Ancient Modules!
Jarlo
2003-10-21, 10:22 AM
Ok was looking over the core combat goodies-- not too impressed with most of it till I get to Modules!
OMG they finally listened and put the "Relic" idea from DAOC into PS!
Make sure you check this out if you haven't already-- and what do people think of this? It should make for some huge kickass fights 8)
http://planetside.station.sony.com/corecombat/ancient.jsp
So any other thoughts on this?
DramaticFanatic
2003-10-21, 10:43 AM
Yeah I know, it kicks so much ass! I'll not be buying Core Combat, but the modules are going to bring a whole new strategy to the game. I personally like the shield module. It looks real groovy and I could imagine how hard it would be to take over a base with that module operating. No vehicles allowed, :brow:.
SilverLord
2003-10-21, 10:51 AM
The Shield module and maybe the Heal one will be neat but we will see.
The Shield module is FINALLY going to stop the "Vehicle Zerg" tactic. I can't freaking wait. And the pain field just sounds sexy :p
What I want is the Maelstrom, though. A laser-flamer with an optional super-Lasher mode? Yes plz.
Squick
2003-10-21, 12:03 PM
The Shield module is FINALLY going to stop the "Vehicle Zerg" tactic. I can't freaking wait. And the pain field just sounds sexy :p
What I want is the Maelstrom, though. A laser-flamer with an optional super-Lasher mode? Yes plz.
Actually Lise, the shield module does not stop infantry, just vehicles and the other things it lists.
Squick
Black
2003-10-21, 12:15 PM
Only land veh i guess for shield or does it make a sphere to stop aircraft as well ? if so then the base will have a better chance against a zerg.
Indecisive
2003-10-21, 12:43 PM
Only land veh i guess for shield or does it make a sphere to stop aircraft as well ? if so then the base will have a better chance against a zerg.
I would imagine It would stop them if they went through the sheilds...
Reaver chasing a tank. runs into wall at top speed. lol. BOOM.
Actually Lise, the shield module does not stop infantry, just vehicles and the other things it lists.
Yup. I meant flooding the CY of a base with vehicles. That alone will be enough for me. (Granted, WE can't do it either if there's a shielded base, and I'm perfectly cool with that.)
Cider_Ownz
2003-10-21, 04:53 PM
Hmmm.....
Something tells me the weapons and vehicle modules will be the most popular, at least in the first fwe weeks when CC comes out, althu I like to have the upper hand when starting a fight, so the health module sounds mighty nice to me.
Speed+Standart+Surge+JH
Ouchy.
Oh and, a noobish question-
"This includes the Barracks and other critical areas of the facility."
Barracks?
Drinky
2003-10-21, 04:58 PM
Oh and, a noobish question-
"This includes the Barracks and other critical areas of the facility."
Barracks?
I think this is that area under the spawn room in most bases. It has some beds and lockers and a healing station ususally.
Cauldron Borne
2003-10-21, 08:00 PM
No, it IS the spawn room. No more spawn camping! YAY! No more KILL WHORES! YAY! Finally a fair, down-and-out FIGHT FOR BASES! YAY!
gonnagetyou
2003-10-21, 08:19 PM
The pain modules and the force fields for the gate are the ones I'm most interested in seeing. Should be very interesting for both the offense and defense.
Now if they would just fix my spitefire turrets, so that they don't go all loco when an enemy plane flys over head I'd be in heaven.
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