View Full Version : combat engineer in PS2...does what?
Zonna
2012-03-06, 07:20 PM
i'm wondering what all things will engs have to deploy/use? i read someone saying that there will be NO spitfires ingame. with vehicles being able to equip anti-mine armor underneth, limiting the effectiveness of said mines, if we don't have our spitfires n junk just WTH do we do, start pole dancing as pro cannon fodder?! motion detectors also cut from game?
i L-O-V-E-D being an eng in PS1...but from what i've read so far i'm very very sad now...plz some1 have good news for me. :(
Zhane
2012-03-06, 07:22 PM
Beta. Wait for it.
Death2All
2012-03-06, 07:22 PM
You put down deployable turrets this time around that you have to MAN.
No automated turrets.
Zonna
2012-03-06, 07:25 PM
sounds like MAJOR nerf to me.../sadness
relaceing my danceing shoes as i type this....hehe
NewSith
2012-03-06, 07:26 PM
You put down deployable turrets this time around that you have to be a MAN.
No killing cloakers while you're miles away...
/fixed
Folly
2012-03-06, 08:15 PM
I'm hoping for deployable anti-vehicle walls that aren't ugly and limited to 2-per-area like PS1 TRAP's.
Ammo stations that don't take 10 minutes to build and 10 seconds to destroy.
Turrets that don't have to be built a mile away from the facilities where people actually fight.
So much poorly implemented engineering in PS1...
DaddyTickles
2012-03-06, 08:20 PM
I'm hoping for deployable anti-vehicle walls that aren't ugly and limited to 2-per-area like PS1 TRAP's.
Ammo stations that don't take 10 minutes to build and 10 seconds to destroy.
Turrets that don't have to be built a mile away from the facilities where people actually fight.
So much poorly implemented engineering in PS1...
Well, good luck with that - its still SOE, after all. :rolleyes::p
StumpyTheOzzie
2012-03-06, 09:07 PM
I'm hoping for deployable anti-vehicle walls that aren't ugly and limited to 2-per-area like PS1 TRAP's.
Ammo stations that don't take 10 minutes to build and 10 seconds to destroy.
Turrets that don't have to be built a mile away from the facilities where people actually fight.
So much poorly implemented engineering in PS1...
yep, yep, yep.
yep.
Maybe shield rechargers for the zerglings in lieu of repair armour?
Aurmanite
2012-03-06, 10:38 PM
There will be deployable shields that can be used for cover.
Traak
2012-03-06, 10:53 PM
i'm wondering what all things will engs have to deploy/use? i read someone saying that there will be NO spitfires ingame. with vehicles being able to equip anti-mine armor underneth, limiting the effectiveness of said mines, if we don't have our spitfires n junk just WTH do we do, start pole dancing as pro cannon fodder?! motion detectors also cut from game?
i L-O-V-E-D being an eng in PS1...but from what i've read so far i'm very very sad now...plz some1 have good news for me. :(
Deployable AI weapons. The anti-cheat. I laughed so often when the latest hot-drop by the latest in a gigantic list of cheaters landed on my tower after he used up his EMP LAST time he dropped and farmed everyone in the tower.
Hearing his death scream as he was picked to bits by my oops-you-didn't-see-um turrets with motion-detector-assisted persistence and mines was glorious.
There. Cheat your way out of THAT.
nathanebht
2012-03-06, 11:07 PM
According to the video you will be able to repair armor with a little gun. :)
Whalenator
2012-03-06, 11:22 PM
Confirmed Features for Engineers:
-- Nanite Vehicle Repair Systems
-- Physical and/or Energy Barriers (Cover + Anti Vehicle)
-- Anti Vehicle Mines
-- Manually Detonated Explosives
-- Manned AT, AP and AA Turrets
They also pointed towards the possibility of player-placed motion sensors, alarms and other such amazing thingamawhats and doodads. Personally I plan to be a defensive Engineer/Squad Leader come Planetside 2, but that's just my preference.
Traak
2012-03-06, 11:47 PM
Planetside 2 - GDC First Gameplay Part 1 - YouTube
Notice at 3:34 in the video how the series of "wall blocks" are rendered not-quite-as-quickly as the base and surrounding greenery, indicating that they are separate data, meaning, to me:
A) Those blocks of walls are deployable and/or
B) Those blocks of walls are destructible
C) Those blocks are changeable in some way, as they aren't rendered the same time as the structure near which they are deployed/mounted
Then again at about 5:47, wall segments are taller this time.
I thought it was funny that in the SECOND video, when the Magrider was flying at about 20 feet above the ground, suddenly the monitor lost power. Like it was a coverup. :D
20-foot-off-the-ground hovering Magriders???
I noticed more stuff that "appeared" after stuff that was more distant appeared, indicating deployability or some other level of non-permanence.
cellinaire
2012-03-07, 02:59 AM
You put down deployable turrets this time around that you have to MAN.
No automated turrets.
As I remember it, CE in PS1 had both......well I maybe wrong
DOUBLEXBAUGH
2012-03-07, 03:23 AM
As I remember it, CE in PS1 had both......well I maybe wrong
Yes, manned deployable turrets were added to PS1 after release, same time as TRAPs, Cerberus turrets, shadow turrets, and the shield generators. The TR and VS ones weren't bad, but they made the NC one a Shotgun so it had no range.
cellinaire
2012-03-07, 03:53 AM
Yes, manned deployable turrets were added to PS1 after release, same time as TRAPs, Cerberus turrets, shadow turrets, and the shield generators. The TR and VS ones weren't bad, but they made the NC one a Shotgun so it had no range.
Thanks for the clarification =)
Coreldan
2012-03-07, 04:43 AM
The biggest lameness of the PS1 mannable deployed turrets was inability to use within enemy SoI.
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