View Full Version : Mini bases within PS2.
SuperMorto
2012-01-26, 06:03 PM
Ive noticed a few folks talking about the new AMS's. The Gals and the Sunds. Now from what I can gather with the picture and the things ive read, these spawn points are not going to be like the AMS's at all, they will be more like mini bases. Places that can be deployed to spawn, and a place with weapons. The AMS didn't have any weapons. Unless CE was deployed, but also the AMS could cloak and I don't think this gal or sund will.
But you will also be able to leave the Sund after deploying some CE.
This can be a good thing for support roles. As you can stay back and keep tabs on the mini base.
Crator
2012-01-26, 06:06 PM
Pretty much... Wasn't this all discussed in detail in this thread: News: Twitter Chat and Nanite Systems Galaxy (http://www.planetside-universe.com/forums/showthread.php?t=38631)
GuvNuh
2012-01-26, 06:12 PM
I would also like to hear some information about the player deployable structures. I will even take rumor, hearsay, and wild speculation. I know it's been said they were considering them, but they weren't going to be in for launch. I'm real interested in seeing what kind of hardpoints players will be able to set up. Having twenty tanks show up and block the road in ambush is nice. Having those twenty tanks surrounding a 3 story tower bristling with pintle mounted weapons that wasn't there 5 minutes ago is even better.
SuperMorto
2012-01-26, 06:13 PM
Pretty much... Wasn't this all discussed in detail in this thread: News: Twitter Chat and Nanite Systems Galaxy (http://www.planetside-universe.com/forums/showthread.php?t=38631)
Yes sorry didnt catch it.
HELLFISH88
2012-01-26, 06:13 PM
Well the AMS was essentially a very small forward base. It of course relied on stealth as opposed to durability or defense. As you said AMS could be augmented with CE which did improve their capabilities. Like getting cloakers the fuck off your lawn.
The new Sunderer and Galaxy concept's seem to be an attempt to update the AMS concept to suit a more fast paced play environment on a larger scale. The New elements could add all sort's of new fun such as the idea's we are discussing in this thread. It will be certainly easier to take advantage of natural terrain to hide our positions now but i definitively would now be opposed to a Cloaking variant of the Sunndy some point down the road. Put it high up some skill tree or something
The new abilities of the Sunderer and Galaxy combined with whatever crazy new CE we will be getting will make for quite a fun time :D
MrBlip
2012-01-26, 06:18 PM
I would also like to hear some information about the player deployable structures.
Mounted gun deployments have been directly referenced by one at least of the devs, but I've heard nothing about things such as barricades or shields.
I feel like some kind of shield or makeshift bunker/shelter will be necessary, otherwise one orbital strike will come by and vaporize the encampment.
Maybe if gals and sunderers won't be insta-gibbed by an OS, and infantry can hide in them.
Talek Krell
2012-01-26, 06:49 PM
I feel like some kind of shield or makeshift bunker/shelter will be necessary, otherwise one orbital strike will come by and vaporize the encampment.It occurred to me a while ago that just because there are orbital strikes doesn't mean they'll use the same mechanics they use to. Looking at the shields on the bases has made me wonder:
1. Can orbital strikes go through shielding?
2. Can engineers deploy portable shield generators in the field that might protect from such attacks?
SuperMorto
2012-01-27, 03:18 AM
you might be able to cert a OS blocker, like a scrambling signal to stop the OS'ing you Gal/Sund.
HELLFISH88
2012-01-27, 03:22 AM
It occurred to me a while ago that just because there are orbital strikes doesn't mean they'll use the same mechanics they use to. Looking at the shields on the bases has made me wonder:
1. Can orbital strikes go through shielding?
2. Can engineers deploy portable shield generators in the field that might protect from such attacks?
That's a very good point; for all we know Orbital Strike's could be kinetic now for all we know. It would be even cooler if High ranking command ranks could access a variety of orbital strike options
SKYeXile
2012-01-27, 03:26 AM
orbital strike could be an outfit ability :O
SuperMorto
2012-01-27, 03:28 AM
That's a very good point; for all we know Orbital Strike's could be kinetic now for all we know. It would be even cooler if High ranking command ranks could access a variety of orbital strike options
Like mass EMP or precision strike, harder hit but less wide, or reveal where the strike could reveal all NME's in the strikes area. Load of opportunities here. This also means the CR5/Commanders could work together to bring a mini base down, you EMP, 1 Reveals and another hits with blast! Team work!
But we could go on for days with that.
HELLFISH88
2012-01-27, 03:30 AM
Like mass EMP or precision strike, harder hit but less wide, or reveal where the strike could reveal all NME's in the strikes area. Load of opportunities here. This also means the CR5/Commanders could work together to bring a mini base down, you EMP, 1 Reveals and another hits with blast! Team work!
But we could go on for days with that.
Exactly.
Tasorin
2012-01-27, 01:27 PM
And that versatility should be so far up the Command Tree that you have to spec it at a cost to player vs. player combat effectiveness due to a reduction of available certs left to build your customizable class load out.
And that versatility should be so far up the Command Tree that you have to spec it at a cost to player vs. player combat effectiveness due to a reduction of available certs left to build your customizable class load out.
I thought there wasn't a command/squad leader tree?
Shogun
2012-01-27, 01:53 PM
there is no command class, but a command skilltree that works just like every other skilltree
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