View Full Version : NDA Lifted ask questions here, I'll see if I can answer them
Valcron
2003-10-27, 12:41 PM
I'll answer any questions if you guys weren't in beta....
BlackbirdPS
Developer
posted 10-27-2003 09:26 AM user search report post
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Yep, the NDA is lifted. Please be aware that you can talk about your experience in Core Combat, but may not discuss the beta process itself. Thanks, everyone!
Danny
Is the Maelstrom really as sexy as all-get-out?
:D
And WTS is this about no clips on the ancient weapons? :huh:
Phaden
2003-10-27, 12:46 PM
Hotness!!! ok again, ill do the same as i was in it too.
Ill clear up some of my previous things as well:
Turrets: New turrets in caverns run on energy and have decent damage, slower ROF but have energy ammo that slowly replenishes
Flail: grab a marking device to set WP's that squads(at least) can see. Supposedly a no ammo, no damage shit can be fired to range and place shots, but this is nowhere to be found.
All the guns and vehics have ammo that is non reloadble. Only can reload them in caverns at the appropriate crystals underground, or if you install a TA module. If you do this then you can do all these things at that base, as well as the repair silo in that base.
Valcron
2003-10-27, 12:48 PM
Malestrom is fantastic. The secondary fire isn't good, the grenades are weak and the lash on them got nerfed at one point in beta.
As for the other 2 weapons, the special assault one doesn't last long enough. The pistol is okay, but nothing to write home about.
Oddly it's considered medium assault according to the website.
Malestrom really makes heavy assault worth it IMO. It's primary fire mode just rocks.
Valcron
2003-10-27, 12:51 PM
Is the Maelstrom really as sexy as all-get-out?
:D
And WTS is this about no clips on the ancient weapons? :huh:
And yes, there are no clips with ancient weapons. You need an Equipment module to recharge them when you're on the surface. You need to head to a vehicle repair station of where a base has it installed.
To recharge them down in the caverns you will need to goto a weapon recharge crystal.
It's tedious, you will be keeping malestroms in your lockers. Which is a good thing because you're allowed to do this.
Phaden
2003-10-27, 12:53 PM
The radiator(sp?) is a sweet addition to spec assault, and it def fills the role of being a greif weapon. The irradiation doesnt last for very long at all, but the 2 dif fire modes are cool; bounce, or stick. The stick one fires for a LONG as shit distance, i fired one from almost clear across a cavern. It was far enough for me to loose sight with it.
Don't the superLasher shots from the Mael ricochet though? I thought secondary mode was essentially a bouncy-ball Lasher. :devilwink
Indecisive
2003-10-27, 01:01 PM
Yeah but it dosent lash as much as the lasher.
Turrents = uber. No auto fire, anyone can grab any turrent. They are insane. INSAAANE ROF for INNSSSANE dmg. Small clip, they recharge over time.
Animations = uber. T2 style vehicle creation, "beam me up scotty" vehicle animations.
Flail laze = can get at a terminal or from vehicle itself.
You hold the laze on a target while the bar fills up and then a special waypoint appears for your platoon.
If you happen to be in a flail, you get a special targeting arrow, that shows you the correct angle to fire at.
Spiker = pistol. 3 hit kill. Uber for infils. yes. it is MA.
Radiatior = has secondary mode. Sticky mode. ;) you can fire it at an enemy max and it will stick to it :)
Switchblade = fun as hell. Uber fast killing when deployd. crappy armor.
Flail has insane armor and one hit kills.
router you get a telepad from the vehicle then go deploy it like an ace. Its a pistol slot so here another toy for infils.
1 min start up time, you cannot destroy the telepad. Only way is to blow router itself or undeploy router.
Valcron
2003-10-27, 01:02 PM
It's really not that effective. It's too slow to kill off people for a heavy weapon mode.
Indecisive
2003-10-27, 01:09 PM
Secondary mode has more range then the primary. Its good for shooting in rooms before you enter, or for like a "RUNNNN AWAAAAAAAAAY" covering fire thing.
SilverLord
2003-10-27, 01:23 PM
So the Mael is just a common pool Lasher?
Kikinchikin
2003-10-27, 01:27 PM
my friend related it to me as more of a flamethrower/lasherthumper.
SilverLord
2003-10-27, 01:36 PM
And BTW, what is NDA?
Phaden
2003-10-27, 01:37 PM
Non-Disclosure Agreement = we cant say anything about anything
FireZ
2003-10-27, 01:43 PM
So the Mael is just a common pool Lasher?
its more or less like a Q3 lightning gun....it required direct hit to do damage and the 2ndary mode is a bouncy granade which is descent
Valcron
2003-10-27, 02:35 PM
Another thing I wanted to address is if the modules do help with base defenses and such.
I'd like to confirm that they definitely do.
The biggest ones that probably have the most effect are the shield module. At first I questioned whether or not this module would be effective or not, but, I realized just how great this thing was when we were being slammed by a Vanu hit.
NO vehicles can drive through the shield. This means you don't have to worry about being plowed.
THe other modules greatly enhance base defenses, I'm dying to see the very first defense of Gunuku.
SERPUS
2003-10-27, 02:45 PM
sup Val
EarlyDawn
2003-10-27, 03:26 PM
I guess since all of the testers are describing their main areas of expertise, I'll give mine.
Geography
The caverns are divided into north, and south, usually by a lake or lava stream depending on your cavern. The clusters are everywhere. On the ceiling, in the air, and on the ground. Ziplines indirectly connect just about anything. The ceiling clusters are ideal sniper nests if you have a squad to keep them secure. Some of them have inventory stations, plus one way glass to monitor the ziplines.
All controllable clusters are on the ground. Factionally controlled facilities are given their respective color on the map and radiate the color on the sides of the outer layer of rock. Ceiling clusters and floating clusters are given a pale pink color on the minimap. Unclaimable ground-level clusters are green on the minimap.
Bases
There are three kinds of bases in the caverns.
Stasis Tower- One north and one south. These serve as respawns WITH equipment terminals, plus a teleporter inside, leading to their own roof. This is where you get stasis modules to charge in the core. CC is located on the very top. In certain caverns, you'll have to detour to a different building to hop a zipline to the top, CC half.
Redoubt- Spawn facility WITHOUT equipment terminals. They too have a teleporter to their own roof. This is the default spawn point if your empire controls it. Closer to the North/South divide then the Stasis Tower. Contains several crystals in different areas.
AT Plant- If you respawn at the Redoubt, you'll want to teleport up to it's roof, and grab a zip here. This facility houses several equipment terminals, two aircraft terminals, and one ground vehicle terminal. Can obviously produce Ancient vehicles.
Core- Cannot be controlled. Same shape / color in every cavern. Always floating (AFAIK). Inside consists of four levels overlooking the energy beam. Several teleporters will move you about the structure. Walking into the energy beam sans a stasis module will result in instant and painful death.
Crystals
Red- Health. Make contact to regenerate health.
Black/Silverish- Repairs armor. This includes MAXes. Touch to regenerate.
Yellow- Recharges Ancient weapons. I am unsure as to wether this will reful vehicle capacitors.
Green- Repairs vehicles. I am unaware as to wether or not this crystal will repair human vehicles or refill vehicle capacitors.
Indecisive
2003-10-27, 03:32 PM
yellow does fill up AT vehicles. So does Repair silos, if you have the correct moduel.
Green does repair all vehicles.
AtomicBanana
2003-10-27, 05:33 PM
http://www.tfusion.net/php/modules.php?set_albumName=album17&op=modload&name=T_Fusion_Gallerys&file=index&include=view_album.php
Bling Bling! Piccy-tures here :) Just a quick few I snapped covering all the basics of CC.
TheN00b
2003-10-27, 06:52 PM
nice pics :) thx
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