View Full Version : September Updates
Nalar
2004-09-01, 03:13 PM
Cool fiction to go along with the new improvments for the next pre-BFR patch.
http://psforums.station.sony.com/ps/board/message?board.id=indevelopment&message.id=1494
What does everyone think about this new permenant spawnroom pain field?
Edit: Kill all the spawncampers = Good idea
Make it harder to drain bases = Bad idea (?)
I Hate Pants
2004-09-01, 03:14 PM
Death to the spawn campers. :D
Warborn
2004-09-01, 03:21 PM
It'll make it more difficult to attack a base, which is good, and disuade spawn camping, which is also good.
I really like the chatting-while-dead change also. I've been hoping they'd do that.
Red October
2004-09-01, 03:54 PM
Makes Sabotage behind enemy lines a bit harder. Usually I take out the spawn tubes and equip terms before taking down the gen....for a number of reasons.
Subterfuge
2004-09-01, 05:09 PM
Communication while Dead
EVILLL!!!!1
Hayoo
2004-09-01, 05:22 PM
Communication while Dead
The way they put this is a little misleading. I can already chat after I die. It's when I hit respawn that I'm unable to communicate with the living world.
Lartnev
2004-09-01, 05:22 PM
I hear dead people!
Sorry.... I had to do it before somebody else did :)
SkunkPunk
2004-09-01, 06:19 PM
hate to break it to you, but your chat after you die, nobody sees it but you..., i dunno about this pain field thing, i think they gotta make another equip term somewhere in the base
HavocGeneral
2004-09-01, 06:22 PM
This will have nerfed cloakers a little. Not being able to sneak into a spawn room - boomer the spawn tubes to disable the tower (or base) will cause a little trouble when you are stuck with a pesky tower (bases are more negotiable). Hopefully it will a) not make cloakers any more visible when getting hit by the pain field and b) allow cloakers to still perform the tasks without being killed.
This is just one situation I can see as it is not directly linked to spawn camping but is a viable tactic in the game that should (im my opinion anyway) be fully exploited during a battle.
However I do agree that it is a very good idea, having to respawn everytime you spawn at a location is not funny and increases your wait time for the next spawn (how many times have you wanted to punch your screen because you got killed by a spawn camping enemy?). Nice pre-addition to the BFR to help out in those redoubt centers down in the caverns.
Atlas24
2004-09-01, 06:59 PM
Well.. hmm... damn nerfs...
All i can say is that the devs must hate stealthers, and what they try to do.
U are just making this much harder. Personally, facing a pain mod while taking a gen is a b**tch. Everything else u have done i can tolerate, (we shall c about the vs, and tr pistols, depending on the dmg increase), but this is just waaaay too much.
Those fields better be real weak.
Warborn
2004-09-01, 07:10 PM
hate to break it to you, but your chat after you die, nobody sees it but you...,
When your repsawn timer is going down you can't chat.
Cauldron Borne
2004-09-01, 07:46 PM
What about the TR and NC posts? someone oughta post those, too. I'm too lazy m'self....
Lartnev
2004-09-01, 07:49 PM
There was only a VS Council post.
And the only place affected by the perma-pain modules is the spawn rooms Atlas.
EarlyDawn
2004-09-01, 08:16 PM
I'm all for the reload functionality changes, that's awesome. I could really care less about the SA changes, and I am defenitely happy that I can now broadcast to the caverns . Also good to see that chat boxes will stick around for now on.
However, I'm rather concerned about the pain field. I understand the need to control spawn camping, so I'm going to suggest that anyone spawning is invulerable until the tube they are in is destroyed or they leave it. I understand that's a little abstract, so beyond that, make it so that infiltrators are unaffected by the field.
HotrodHG
2004-09-01, 08:42 PM
Love it, able to call OS targets in outfit chat while dead on the AMS :groovy:
And the reduction of spawn campers, you know your gunna have a few that try to brace the lesser intense pain field
Warborn
2004-09-01, 09:15 PM
This will have nerfed cloakers a little. Not being able to sneak into a spawn room - boomer the spawn tubes to disable the tower (or base) will cause a little trouble when you are stuck with a pesky tower (bases are more negotiable). Hopefully it will a) not make cloakers any more visible when getting hit by the pain field and b) allow cloakers to still perform the tasks without being killed.
It doesn't take too long to lay some boomers. I'm sure you'll be able to do it still.
HawkEye
2004-09-01, 09:44 PM
i like the part about being able to re-arm at the pads if not linked to a dropship center but can ot repair.. no more flying halfway across a cont to an air tower.
NoSurrender
2004-09-01, 10:18 PM
i like it, the chatting while dead thing is kinda evening it out for people who just use random squads or don't have TS or use a mic.
Rbstr
2004-09-01, 10:26 PM
yeah
Firefly
2004-09-01, 10:47 PM
hate to break it to you, but your chat after you die, nobody sees it but you...,
I hate to break it to you, but you're wrong, everybody knows this but you...
I can chat after I get killed. I cannot chat when the respawn timer is going down (ie after I click respawn).
This will have nerfed cloakers a little. Not being able to sneak into a spawn room
As far as pain fields in the spawn rooms - you see that anyway when the pain fields are up. So what's the big deal? Now it's all the time. A good cloaker knows how to operate with the pain field on. How do you think the generator gets taken down when there's a pain mod?
Duhh...
I Hate Pants
2004-09-01, 11:19 PM
Perhaps we can make it so aslong as a cloaker walks into a spawn room while crouched and remains crouched the pain moduel won't affect him/her.
LimpBIT
2004-09-01, 11:26 PM
im all for the killing of the spawn camp whores
Wolf Blitzer
2004-09-02, 12:38 AM
Problem with this: getting rid of spawn campers in towers and bases is all positive to me, since you can take down the tubes all spawn campers are doing is killwhoring. But in the cave facilities, you can't destroy the spawn tubes. Everyone spawn camps down there because you have no choice. If you don't, defenders keep zerging the CC, and even if they're just in their pajamas they can nickle and dime you to death over 10 minutes.
Spork says the only way to disable the pain field right now is the take down the gen, which obviously doesn't work for towers or cave facilities. Thats still ok for towers since 1) hacks are instant and 2) you could always blow the tubes if you need to. Neither of those is the case with caves, and the result is the enemy has a free spawn meters away from the CC for the entire 10 minutes it takes to hack.
This is an unbalancing boost to cavern facility defenders. With the system as stated now, 4-5 defenders trying to break a cave facility hack will probably succeed, unless attackers have 3-4 times the numbers. The only way to cap a cave base will be if its empty the whole time. Which means no one will get their BFR cert, because the 10 hacks have to be of a minimum XP i.e. enemy presence level, and completing a hack in a defended base will be impossible.
Cauldron Borne
2004-09-02, 12:55 AM
UNLESS yu just sit a reasonable distance outside the one of two entrances w/ yer buddy and blow the hell outta anyone that comes out. Loked Down MAXes come to mind...mmmm yummy....
KIAsan
2004-09-02, 02:12 AM
Hmm, I thought you could destroy equipment terminals in the cavern spawns? If so, then no problem, kill their terms and kill the pjs as they zerg.
F!LTER
2004-09-02, 07:48 AM
not when their armed with the new and improved suppressor, hazzah
Sentrosi
2004-09-02, 09:50 AM
UNLESS yu just sit a reasonable distance outside the one of two entrances w/ yer buddy and blow the hell outta anyone that comes out. Loked Down MAXes come to mind...mmmm yummy....
Useful only if its the last spawn point they have on the map. Because all its going to take for them to take down a Max is 3 people armed with Deci's. Each firing down a very restricted hallway into a LOCKED DOWN MAX. That will break the TR stranglehold on the facility, giving the enemy a chance to reach the CC within the 10 minutes allotted.
Queensidecastle
2004-09-02, 12:49 PM
Communication While Dead: New networking pathways have been developed, which enable communication from within the rematrixing buffer. Soldiers will now be able to chat while they are waiting to respawn.
Its about time for this one. Ausome! Also the Repeater change is going to be nice. After the Rexo buff, the repeater became completely useless
NapalmEnima
2004-09-02, 02:06 PM
Lots of possible solutions to the uncorkable spawn room. In the caves, they have to go outside to get to the spawn room (in every cavern base I've seen, though it's been a while).
In going outside, enemy soldiers make themselves vulnerable to all kinds of nastyness.
1) Park a flail outside. Have some trusting soul stand near the door to keep it open and spam away.
2) You could probably do this with most armed vehicles... heck the Harrasser's 12mm is laser-precise on level ground (like in the caverns).
Any Deliverer varient would be great. Lots of ammo, decent firepower.
A freaking BASALISK could keep a door suppressed for a while. 12mm eats softies... though a MAX would be beyond its meager abilities.
Almost any vehicle outside handy jamming range could keep this sort of mass slaughter up for as long as their ammo holds out. Heh.... A GAL. Park it so that one of its new-and-improved 20mms and the 12mm both have LOS on their door. And you'll have to kill a giant heaping pile of people before you run out of ammo. Same with a Sunderer. Scads of 75mm ammo in that thing, and it'll handle both infantry and MAXes with equal ease.
3) AT turrets eat infantry for lunch, including MAXes. Keep someone with a glue gun handy and you can handle the round or two AV troopers gets off before you butcher them. This won't always be an option, but chances are good that some AT turret somewhere will have LOS on the approach to the CC. The more turrets, the better.
4) CE can make their life coming out that door extremely painful. Plant a couple spitfires (and a motion detector or three for the early warning) to help chew on the schlubs as they come out.
5) Park an AMS nearby and zerg them right back. They'll have MAXes, but you're doing all kinds of other evil things to them (from this list) when they get outside, so you'll have a significant advantage.
6) Two words: Sniper Paradise.
Cauldron Borne
2004-09-02, 09:48 PM
Viva La Snipa!
SniperDude
2004-09-02, 10:21 PM
...Heh.... A GAL. Park it so that one of its new-and-improved 20mms and the 12mm both have LOS on their door. And you'll have to kill a giant heaping pile of people before you run out of ammo...
I didn't think you could get Gals into the caves, I know you can't take Lodes there.
6) Two words: Sniper Paradise.
Indeed.
Rbstr
2004-09-02, 10:23 PM
yeah the big planes can't go there, i hipe the phantasam can
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