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View Full Version : Weekly Development: Work Continues


Marsman
2004-03-30, 02:57 PM
Work continues on 2.6 however there are a couple of updates.

http://www.planetside-universe.com/index.php#840

scarpas
2004-03-30, 06:08 PM
aight, they could be a little more specific. :doh:

SilverLord
2004-03-30, 09:21 PM
aight, they could be a little more specific. :doh:
/signed

What the hell are they talking about with armor status?? You can't get full armor from switching suits anymore?

Rbstr
2004-03-30, 10:12 PM
yeah, they accidentaly did that, they are changing it back

SilverLord
2004-03-30, 10:22 PM
Thats stupid but in turn makes engy more useful... I guess... :doh:

Cryptica
2004-03-31, 12:04 PM
Well engineering would still be useful in the field, but engy's are few and far between (at least whenever I'm around) so I would be upset if they took away the ability to get full armor.

Wolf Blitzer
2004-03-31, 05:58 PM
Right now they're considering implementing the armor changes, but countering that by adding a lot more adv med terms. Personally I'd like to see this, I've always thought it was a little silly repairing armor by swapping at equip terms (though I still do it, I admit). Besides, med terms are useless as it is, this would make things a bit better.

Baneblade
2004-03-31, 06:57 PM
All med terms used to be adv med terms when a Bio Lab was linked...but I guess they thought that was overpowered or something...

Wolf Blitzer
2004-03-31, 10:35 PM
I don't think anyone ever suggested it was unbalanced, it was because they were implementing shorter spawn time as the bio lab link benefit. Even when it was around, almost no one used to med terms, because med kits and swapping armor was always faster. MAXs were the only ones who really benefited, and it took forever to repair at an adv med term.

Lartnev
2004-04-01, 11:01 AM
MAXs were the only ones who really benefited, and it took forever to repair at an adv med term.

Still does.