View Full Version : News: Upcoming facility capture mechanic changes!
MgFalcon
2012-09-15, 04:43 PM
http://www.planetside-universe.com/news-upcoming-facility-capture-mechanic-changes-2874.htm
Electrofreak
2012-09-15, 05:44 PM
Good news.
We knew something was coming; Smed said this a few weeks back:
Seriously this game is playing like MMOBF3 right now. We get it. It isn't the game we are making. It's just a work in progress.
bullet
2012-09-15, 06:01 PM
I'm glad they're working on facility captures. Some of the better fights I've had have been at the newer base designs like Peris and Zurvan (I think). They actually last long enough to be considered a fight.
One problem I have with the current system is how weak the shield and spawn generators are. I was playing some NC today but I'm sure its about the same across the board. A Heavy assault is able to take out a spawn generator with half a clip of the LMG and an LA can take out a shield generator with a little over 2 clips from their rifle. That seems a little too weak to me. Either these generators need buffed some or they need to add doors or more defenses to these vital points.
This seems like the equivalent of a PS1 noob running to a gen and taking it out with their punisher rockets, and don't tell me you never noobed it up once by trying to take out a gen or spawn tubes with your punisher rockets. I know I tried it back in the day.
Wiifi
2012-09-15, 06:29 PM
Have you guys ever noticed how long it takes to repair the shield generators vs. the amount of time it takes to destroy them? I agree I feel that they need a longer destroy time but what happens to the repair time when you do so?
Aaron
2012-09-15, 07:01 PM
The changes sound good, but, sometime, they should try the method where you have to penetrate to the main CC in order to control the base instead of ticket timers. The influence could perhaps help you penetrate the facility more efficiently.
Or, have the ticket timers result in opening a secure basement complex below the facility where the real control console resides. But I might be asking for to much there.
Scopedog
2012-09-15, 10:57 PM
The changes sound good, but, sometime, they should try the method where you have to penetrate to the main CC in order to control the base instead of ticket timers. The influence could perhaps help you penetrate the facility more efficiently.
Or, have the ticket timers result in opening a secure basement complex below the facility where the real control console resides. But I might be asking for to much there.
^ This, this sounds really cool, it becomes a bit more in depth.
And I think they should kill the standing around cap mechanism it should be a hack, and why not make infiltrators hack faster with certs so they get really valuable at the front lines. The standing around like a douche is boring and to easy as all attackers can shot instead of defending the hacker witch is infinitely cooler :groovy: And better from a differentiation perspective as BF owns stand ticking.
Ipimpnoobs
2012-09-16, 05:16 AM
I think this is fantastic. I'm not sure about the player ideas suggested just yet because, most of the things you guys are talking about are in the cert tree already and have not been released yet. I'm excited to see how they implement it into the game first. You really do have to applaud the incremental changes that are happening.
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