View Full Version : New Facility Walls via Higby
Hamma
2013-01-17, 09:22 PM
http://www.planetside-universe.com/media.php?view=2264
http://www.planetside-universe.com/media/album/mp52rz6sp6/20130117_50f8b185bc028.jpg (http://www.planetside-universe.com/media.php?view=2264)
https://twitter.com/mhigby/status/292090794922369025
Looks slightly less spammable.
Frotang
2013-01-17, 09:28 PM
Wow this looks soo much better!
SturmovikDrakon
2013-01-17, 09:29 PM
I was hoping for alphas bunker walls. I guess this is an easier fix
Methonius
2013-01-17, 09:34 PM
I like them but I think they might need to do that across the whole wall and put tiny slits in those walls that we can shoot through or at least put tiny slits in the parts they already have.
SturmovikDrakon
2013-01-17, 09:41 PM
I like them but I think they might need to do that across the whole wall and put tiny slits in those walls that we can shoot through or at least put tiny slits in the parts they already have.
do you mean... like this?
http://i.imgur.com/yWuFd.jpg
http://i.imgur.com/ZavrY.jpg
madness, surely :D
Methonius
2013-01-17, 09:47 PM
do you mean... like this?
http://i.imgur.com/yWuFd.jpg
http://i.imgur.com/ZavrY.jpg
madness, surely :D
LOL! Yeah I've seen these pics before was wondering why they didn't keep them like that. That would be awesome, especially if they had walkways coming from the central base out to the walls like ps1 bases.
Talk about epic.
While they're at it making changes to walls why don't they add at least one back entrance with a hackable door entrance to these new underground tunnels they have. Bring back some nostalgia for us vets!
Vashyo
2013-01-17, 10:20 PM
even more defendable walls, good.
We need an outer underground bunker network too at some point. :D
Vashyo
2013-01-17, 10:22 PM
even more defendable walls, good.
We need an outer underground bunker network too at some point. :D
hmph, double post when page went unavailable. :(
Dkamanus
2013-01-17, 10:35 PM
LOL! Yeah I've seen these pics before was wondering why they didn't keep them like that. That would be awesome, especially if they had walkways coming from the central base out to the walls like ps1 bases.
Talk about epic.
While they're at it making changes to walls why don't they add at least one back entrance with a hackable door entrance to these new underground tunnels they have. Bring back some nostalgia for us vets!
Id say thanks to the moddability of the engine. While those Alpha shots sounded nice, if needed to restructured it would be terribly more difficult to do then the current base models. Copy pasting a section of a wall is much easier then having to remake a WHOLE base because 1 detail lead to a huge attack problem.
Though those alpha bases were awesome.
DirtyBird
2013-01-17, 10:35 PM
The end sections near the wall towers are probably still wide open.
But its a good start.
Canaris
2013-01-18, 03:46 AM
I can't give you the new and improved version yet, fraid I'm going to have to go with "slightly altered and untested" version ;)
All I can see is added is a few blast shields, did everyone else encounter huge problems of being spammed on those sections of walls? cos I can't recall reading or hearing about it being an issue and I never encountered myself.
typhaon
2013-01-18, 05:17 AM
I can't give you the new and improved version yet, fraid I'm going to have to go with "slightly altered and untested" version ;)
All I can see is added is a few blast shields, did everyone else encounter huge problems of being spammed on those sections of walls? cos I can't recall reading or hearing about it being an issue and I never encountered myself.
You must play Vanu. :groovy:
Figment
2013-01-18, 05:25 AM
The large merlons are a necessary upgrade though, good to see they added that (@Canaris mainly provides recuperation shelter and blocks some Light Assault passages).
Now they only have to...
- ...plug the holes between merlons with hip high balustrades. (Also: no merlons, at most hip high balustrades on the inner side of the wall I hope).
- ...plug all major holes and access routes in defenses that bypass the shields entirely.
- ...reduce the courtyard size, so circumference length of the walls is shorter, hence the defender density on them is higher, it's easier to relocate and maintain an overview and respond to actually potential breach attempts by LA's.
- ...add an SOI (generator) so they can't be negated by drop pods and defenders can focus outwards.
- ...remove the consistency of the attacker jumppad/teleport options and relate it to having control of the courtyard and potential keep breach, rather than control of an outpost.
- ...add walkways from keep to wall and between courtyard buildings and wall.
It's a package deal, really. It's one good step of many to take, but it is a good step. >.>
ringring
2013-01-18, 05:28 AM
I can't give you the new and improved version yet, fraid I'm going to have to go with "slightly altered and untested" version ;)
All I can see is added is a few blast shields, did everyone else encounter huge problems of being spammed on those sections of walls? cos I can't recall reading or hearing about it being an issue and I never encountered myself.
No, not me. If I've ever died on a wall it's been by enemy shooting down the length from one tower. However this change is welcome.
Now we needed the underground fighting spaces and for me to pull the Amp Station walls in a bit to make it smaller.
KaskaMatej
2013-01-18, 06:11 AM
On the last Command Centre Higby mentioned that they will tweak how Jump pads work. That could mean that only defenders will be able to use them, or there will be some special condition to the usage of them. That alone makes towers/walls 10x more defensible IMO.
Paperboy
2013-01-18, 07:15 AM
I cant see it, oh wait... its almost like how they modelled all the weapons with slight differences.
NewSith
2013-01-18, 07:26 AM
My response:
https://twitter.com/NewSith/status/292244976648216576
CrazEpharmacist
2013-01-18, 07:28 AM
I must be blind because I really don't see much of a difference here. If anything, this is a nerf because now it is full body cover disallowing us peak over like we could previously.
Can we just please get some cover like this: http://img443.imageshack.us/img443/7198/planetside1cover.png
MercDT
2013-01-18, 08:45 AM
I fail to see how this will help out in any major battle. If anything this will make the walls for the defenders even more difficult to defend since these new "shields" will funnel defenders into tighter groups, making them even more prone to high explosive fire.
All I'm really seeing is just less points to defend when you're standing on the walls (due to the funnel) and just an easier way for the attackers to gain multi kills. I really think they should cover up the walls with firing ports without any of the large holes we're seeing now.
Perhaps we might also see an increase in galaxy drops if that were to happen...
CraazyCanuck
2013-01-18, 09:08 AM
Naw much better to have a base that was engineered not for defense but for a general free for all for defender and attacker alike. Seriously? Who would ever even think to enginer a base like any that are in game now? Other then Bio Lab with is dome, each base is a defensive nightmare. One clusterf.ck after another that you have to attempt to defend. I can understand the need to give the attackers options for attack else why bother attacking a base at all if its impregnable, but the advantage should be with the defender and it should take some serious combined arms effort for the attacker to capture. And a defender should be looking outwards to defend not constantly having to fallback to negate the enemy slipping through blatant holes in the base's defensive integrity.
I am a base defending whore, but it's out of pure lunacy and an instatiable appetite to achieve the near impossible. Sure I and those others crazy enough to stick it out fail more often then not, but that 1/10 when you turn the tides against a major push is a definite HELL YEAH! moment.
Palerion
2013-01-18, 09:34 AM
*I find that I have the most fun in biolabs...*
Because they are defensible, battles last long, the action is plentiful, and liberators can't spam you every time you spawn.
Sturmhardt
2013-01-18, 09:43 AM
I don't see how this is gonna help the defenders. They still have to expose their whole body to fire at the attackers. What we need are hip high walls that allow the defenders to crouch behind and take cover. Otherwise the walls are useless.
.sent via phone.
Shamrock
2013-01-18, 09:46 AM
The large merlons are a necessary upgrade though, good to see they added that (@Canaris mainly provides recuperation shelter and blocks some Light Assault passages).
Now they only have to...
- ...plug the holes between merlons with hip high balustrades. (Also: no merlons, at most hip high balustrades on the inner side of the wall I hope).
- ...plug all major holes and access routes in defenses that bypass the shields entirely.
- ...reduce the courtyard size, so circumference length of the walls is shorter, hence the defender density on them is higher, it's easier to relocate and maintain an overview and respond to actually potential breach attempts by LA's.
- ...add an SOI (generator) so they can't be negated by drop pods and defenders can focus outwards.
- ...remove the consistency of the attacker jumppad/teleport options and relate it to having control of the courtyard and potential keep breach, rather than control of an outpost.
- ...add walkways from keep to wall and between courtyard buildings and wall.
It's a package deal, really. It's one good step of many to take, but it is a good step. >.>
Agreed that its a step in the right direction, so thank you for implementing this; though if they could be modified to include a firing slit this would be appreciated.
Beerbeer
2013-01-18, 10:48 AM
Well, regardless of the details, I'm glad they are serious about making base changes.
I think the existing base designs seriously undermines the game and any changes will be positive.
Base changes then meta game.
MrBloodworth
2013-01-18, 11:19 AM
I approve of this small, measured change.
Fishy
2013-01-18, 11:29 AM
The 2 pictures look the same to me ... where's the difference?
Beerbeer
2013-01-18, 11:46 AM
I know a lot of people are on this "combined arms" baloney, which isn't truly the case right now, but one positive thing about base changes is that Sony can start selling us more infantry guns, which they can make an almost endless variety. So I think it's a win/win for everyone. I personally have a big interest in this department, but under the current circumstances, feel no need or desire to expand my infantry weapon inventory.
Think about it, the emphasis since release has been entirely on vehicles and AV weapons, and for a reason.
People think that we want COD. That couldn't be farther from the truth. We like combined arms, we like having choices, but the existing setup severely constrains things in regards to the frustration/enjoyment factor of infantry play versus vehicle play.
I think base changes will go a long way to slightly adjusting this imbalance and, as a benefit, I think more people will be keen to defend, which will also be a big positive for everyone.
RykerStruvian
2013-01-18, 11:51 AM
I don't understand, why can't they just make the walls like the walls from the alpha screenies? Why try to do something else? Is there a legitimate reason other than trying to be stubborn? Not trying to be ungrateful, but more or less trying to understand their decision process and reasons.
I just hate the fact we can't get a straight answer on WHY they decide to do one thing or another.
Assist
2013-01-18, 12:07 PM
I guess this makes it so it's easier for the defenders to get around after they've lost the interior of the base?
Yeah, don't see how this changes anything. Attacking or defending.
PurpleOtter
2013-01-18, 12:21 PM
Walls! AWESOME!
Now SOE just needs to master an incredibly advanced technology called Windows and Doors...
Shamrock
2013-01-18, 01:13 PM
Walls! AWESOME!
Now SOE just needs to master an incredibly advanced technology called Windows and Doors...
Id settle for windows :cool:
Fishy
2013-01-18, 02:02 PM
The 2 pictures look the same to me ... where's the difference?
Actually I do see it now .. excuse my stupidity :eek:
Beerbeer
2013-01-18, 02:06 PM
They need to move some buildings around as well and put up more vehicle barriers.
Mordicant
2013-01-18, 04:05 PM
I want the amp station walls to be full enclosed. That little place where infantry can get in bugs me. To breach it should be either LA jumping and dropping gens, gal drops, or Sundy gate crashing.
stargazer093
2013-01-18, 05:23 PM
yeah...i just don`t understand, wth is the point of making these walls so complex and messy anyway? why can`t they just make a simple, clean, but useful wall?
NewSith
2013-01-18, 05:38 PM
yeah...i just don`t understand, wth is the point of making these walls so complex and messy anyway? why can`t they just make a simple, clean, but useful wall?
'cause
http://www.wpclipart.com/holiday/Christmas/bells/Christmas_bells_gold.png
and
http://www.leatherbrothers.com/images/7459.jpg
maybe?
RykerStruvian
2013-01-18, 05:48 PM
Those walls in the stupid beta look a billion times better than the weird techno-shit fortifications we have. I'm not trying to be an asshole or offensive, I'm just saying...simplicity can be extremely beautiful and in this case it works great.
Sturmhardt
2013-01-18, 06:14 PM
Those walls in the stupid beta look a billion times better than the weird techno-shit fortifications we have. I'm not trying to be an asshole or offensive, I'm just saying...simplicity can be extremely beautiful and in this case it works great.
Absolutely agreed.... I don't understand why they were scrapped.
stargazer093
2013-01-18, 06:48 PM
yeah...i just don`t understand, wth is the point of making these walls so complex and messy anyway? why can`t they just make a simple, clean, but useful wall?
edit: i mean...is something like this really THAT bad?
http://img11.imageshack.us/img11/4260/2013011750f8b185bc028.jpg
SturmovikDrakon
2013-01-18, 07:19 PM
yeah...i just don`t understand, wth is the point of making these walls so complex and messy anyway? why can`t they just make a simple, clean, but useful wall?
I could never find the word.
But you're right. Their overall design is extremely messy. And you can easily see that when comparing these pictures side by side
Messy. There's so many protruding parts and screen clutter.
http://i.imgur.com/eTBmK.jpg
Simple
http://i.imgur.com/ZavrY.jpg
in their current state, it's form over function
Hamma
2013-01-18, 07:23 PM
I like that second one.
I for one am happy they are at least attempting to do SOMETHING to reduce spam.
Strategy
2013-01-18, 09:39 PM
Baby steps I guess...
Mietz
2013-01-18, 10:08 PM
I could never find the word.
But you're right. Their overall design is extremely messy. And you can easily see that when comparing these pictures side by side
Messy. There's so many protruding parts and screen clutter.
http://i.imgur.com/eTBmK.jpg
Simple
http://i.imgur.com/ZavrY.jpg
in their current state, it's form over function
The reason is, it aesthetically fits better with the swiss-cheese design of bases, holes and breaks in everything.
We can't have one large, continuous, piece of cover or else someone could actually defend the thing effectively and hide behind it avoiding being killed and denying someone else XP.
Need to keep that kill-XP flowing.
Looks to me like this will just make it more difficult to attack from the walls. You may be defended against spammy stuff, but it'll be hard to maintain your aim when you only have a small area to aim out of. As vehicles and infantry get closer it's pretty much a deathtrap for the defenders.
NewSith
2013-01-19, 05:41 AM
Just in all fairness - this change doesn't add anything since one simple thing negates the whole reason for using walls - jumppads.
So it just ends up with you flying from one wallhub (wall tower, if you like) to another. These wallhubs also provide more significant cover and have turrets, so any wall fight will always revolve around these. But with jumppads you can just forget about walls alltogether and hop from one wallhub to another. It only makes sense to change walls themselves in any way after adding some use for these walls.
If jumppads are something devs are too eager about, just because it's jumppads then there're 2 options:
1. Placing jumppads on top of spawnbuildings leading to 3 or 4 wallhubs ,but not leading back. That's actually a defensible design there, isn't it so?
2. Making them rotate only one way - clockwise or counter-clockwise. So if you want to get to a nearest wallhub that's counter-clockwise, when jumppads work clockwise, it is up to you to decide if you want to go on a giant merry-go-round trip, or you want to get there by crossing a wall, on foot.
Figment
2013-01-19, 05:45 AM
NewSith, I'd remove jumppads and replace them with medium size ziplines on the wall itself. Jump pads IMO should not have more than 8 meters distance or so. I could see them inside the courtyard to get up to the walls, but they shouldn't be used for long distance travel. Indeed certainly not to bypass the walls. Same goes for teleporters. If they're in, their access points should be manually conquered on both ends.
Btw, speaking of jumppads, have you noticed how many exploit the "place minigun on landing pad so people crash into it before they lose speed" thing? Extremely lame exploit.
KaskaMatej
2013-01-19, 06:57 AM
They mentioned in the live Command Centre that there have/will be changes to the jump-pads.
http://www.twitch.tv/planetside2/b/357986747 @ 6:25
Mietz
2013-01-19, 10:09 PM
NewSith, I'd remove jumppads and replace them with medium size ziplines on the wall itself. Jump pads IMO should not have more than 8 meters distance or so. I could see them inside the courtyard to get up to the walls, but they shouldn't be used for long distance travel. Indeed certainly not to bypass the walls. Same goes for teleporters. If they're in, their access points should be manually conquered on both ends.
Btw, speaking of jumppads, have you noticed how many exploit the "place minigun on landing pad so people crash into it before they lose speed" thing? Extremely lame exploit.
Jumppads are extremely lame, you can ping-pong farm most of the infantry with a MAX, especially with NC.
The problem comes again with infantry draw distance and performance, you spot the landing infantry just before they touch down, not even enough time to snipe them out the air or deliver some kind of damage.
Maybe with increased MAX render distance the farm at jump-pads will stop.
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