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View Full Version : Was the CE system always like this?


Mr1337Duck
2003-11-23, 12:23 AM
Where you deploy up to 20 mines, 20 sensors, 10 turrets, etc. Then you leave and can't deploy any more at another base 5 km away? What's up with that, post here if you want that changed.

SilverLord
2003-11-23, 12:42 AM
That would be nice if you could play CE at different bases...that would not be a good idea to be implemented because you would just have tons and tons of CE set up...

Zompton
2003-11-23, 12:44 AM
I think if you recall then come back (bind at the base) your limit resets. The only down side is if your old deployables get a kill you dont get credit. Someone please correct me if this has change?

Mr1337Duck
2003-11-23, 01:08 AM
CEs are a near non-existent class, A few turrets, sensors and mines, that's enough to give the offense a real challenge. As it is now, the offense rolls in a Max, a couple tanks, an AMS, a Hacker, and some soldiers, and that base is as good as taken. With mines, they go through delicately removing them, turrets are mincing the careless fighters, sensors detect cloakers, that base is a fortress. A base capture becomes a real task, and it takes about 10 minutes for a good defense structure anyway, so who cares? 10 minutes to put up, 2 reavers and a tank take about 4 minutes to bring it down. But those deployables will be holding the enemy for a bit while a defense can be started, that's all they need to do.

I Hate Pants
2003-11-23, 01:28 AM
I agree completely with you Mr1337Duck.

And now that siptfire turrets have been worked out. They can be quite annoying for squads to deal with.

Hamma
2003-11-23, 03:11 AM
I think it's always been that way.

Doppler
2003-11-23, 04:53 AM
CE is the gimp. I'm not saying that I believe you should be able to deploy an infinite number of mines. (you shouldnt it's a balance issue) Spits are easy to deal with, mines wont even kill infantry. (and are easy to avoid) and since the patch the greatest plus side to CE (their ability to take out vehicles) has been signifigantly gimped. I whould like to see an antivehicle mine (as people are no doubt aware). However the final assesment is that compared to advanced medic CE's dont have too bad a lot.

Reload
2003-11-23, 05:25 AM
Anti-Vehicle Mine. Sounds interesting tell me more.

Doppler
2003-11-23, 05:36 AM
Two concepts I have in mine, CE's should be limited to 1-2 of these placed at a time. THey are visible in the normal manner similar to a spitfire. 2-3 should take out a main battle tank, they whould not affect infantry. Two concepts i have thought of is they could either be destroyed regularly, having the hitpoints of a spitfire, or only be destroyed by EMP weaponry.

Hamma
2003-11-23, 12:40 PM
Very interesting idea, /me likes

Flammey
2003-11-24, 12:07 AM
Far as I remember, you can deploy as much stuff as you want. Once you go over the limit, it deconstructs the oldest item. And keeps doing so till the end of time. Or until you stop placing over your limit.

Ait'al
2003-11-24, 02:50 AM
why would you limit how many they can have. It destroys and entire type of character. One of which i want to play badly?!

And how many can you have? And can you tell when you hit the max so you dont have to go back and check to see if there dissapearing?

Cant you take out mines with weapons fire or something? Or use weapons fir to detonate them. Mines and Boomers that is.

WritheNC
2003-11-24, 03:32 AM
CE is sufficient for now, except for Mines. They need to beef those up so they put a real hurt on vehicles again.

CE has always been about buying time more than anything else; it makes the enemy slow down at the base entrance, helps you find infiltrators and gives you a helping hand in tense combat situations.

It raises the effective of a base defense that is only defended by 30 people seem like its being defended by 50.

It doesn't get bored and walk away from the back door to go look for something to kill.

With CE many battles that should have been lost by the defender have been won.

Aside from buying time, it also acts as a very nice form of containment. The enemy walks around a corner, sees a mine or spitfire, and they hesitate; or if you are limping away to repair, a turret between you and the enemy gives you enough time to heal and go back for the kill.

TeraHertz
2003-11-24, 04:51 AM
The people complaining about CE limits are forgetting this is a team based game. 4 Engineers maxing out their deployables in and around a base is a sight to behold.

I can still remeber the site of the NC squad who hotdropped straight into spitfire city.


Deployables are to stop one or two people taking a base on their own (or slow it down if theres no-one around to replace destroyed ones)
The only thing I'd change is their size in my inventory.

[Edit]
Oh, and a window i can open to see how many of each type I have left. I once had 18 mines destroyed and didn't even know it.

Otis
2003-11-24, 05:43 AM
Anti vehicle mine? I can make one of those. 2 boomers + 1 mine. A MAG can hit about 3 of those and die.

Edit: Some friends of mine figured this out one time. We find a continent where are empire is losing, find a tower. Set up a shit load of turrets motions and mines, hack it, then talk shit to the enemy to get them to come. We get more xp at those towers then getting a full base cap. The most beautiful thing I've seen in planetside was yesterday. Since the turrets have been buffed, we make sure those stay up. We had a field of turrets consisting of 4 CE's maxing out on turrets. In comes a reaver. It makes it about 10 kilometers in. All the spits fire simultaneusly. All the little red beams looked like a laser show. The reaver was dead before it even made half way.

SilverLord
2003-11-24, 09:25 AM
Mine plus a boomer on top makes a bad day for a tank.

Wrathchild
2003-11-24, 11:10 AM
Early in beta ACE deployables were limited per SOI. In other words, only 8 spitfires in one SOI, only 16 mines, etc.

I expect they changed that because...

...Potentially, one combat engineer could fill the entire world's SOIs with his deployables.
...Deployables wouldn't be usable outside a SOI, like to protect your AMS.
...Lots of potential for griefing as people would destroy other people's deployables so they could place their own.

Nimbus
2003-11-24, 04:47 PM
Anti vehicle mine? I can make one of those. 2 boomers + 1 mine. A MAG can hit about 3 of those and die.

Edit: Some friends of mine figured this out one time. We find a continent where are empire is losing, find a tower. Set up a shit load of turrets motions and mines, hack it, then talk shit to the enemy to get them to come. We get more xp at those towers then getting a full base cap. The most beautiful thing I've seen in planetside was yesterday. Since the turrets have been buffed, we make sure those stay up. We had a field of turrets consisting of 4 CE's maxing out on turrets. In comes a reaver. It makes it about 10 kilometers in. All the spits fire simultaneusly. All the little red beams looked like a laser show. The reaver was dead before it even made half way.

Thats a good idea.