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Hamma
2013-01-18, 07:35 PM
Tonight a variety of new items were revealed on FNO:

New Spawn Rooms
SMGs

The tunnels didn't make it sadly.

SMGs

All weapon models will be made more unique. (Badassification project)
SMGs will have faster ADS movement.
Unique SMG animations
Different types of iron sights and animations.
All classes except MAXs


Spawn Room

New spawn rooms with cover on tio
Much larger doors and windows, that can be shot out of.
Often times will have tunnels.
New Bio-Lab Spawn
Larger platforms off spawn room doors. [Bio]
Openings on the top [Bio]


Misc

Raised vehicle pads.


http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130118_50f9eac30f999.png

http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130118_50f9ead0811cc.png

http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130118_50f9eb15f10d8.png

http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130118_50f9eb2a00787.png

http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130118_50f9ed60334d5.png

http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130118_50f9ed6b3fd94.png

http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130118_50f9ed74c4a6e.png

http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130118_50f9ed7d6e5a0.png

http://www.planetside-universe.com/media/album/q4q5tnh4w8/20130118_50f9ee1058c88.png


Tank Kills on Indar Matherson Jan 17th
http://www.planetside-universe.com/media/album/mp52rz6sp6/20130118_50fa1dff1030d.png

Tank Kills on Indar Waterson Jan 17th
http://www.planetside-universe.com/media/album/mp52rz6sp6/20130118_50fa1e107f816.png

SturmovikDrakon
2013-01-18, 07:39 PM
I am so excited now

especially about the model updates

spawn rooms look great, especially with the force fields on windows

maradine
2013-01-18, 07:41 PM
Welp, there go my SMG-MAX squad plans.

Hamma
2013-01-18, 07:44 PM
Sorry for the small images - last minute thought to take screenshots ;)

Figment
2013-01-18, 07:46 PM
Is it going to be on youtube/twitch.tv soon?

http://nl.twitch.tv/planetside2/b/358314671

^ here it is.

Hamma
2013-01-18, 07:52 PM
Not until it ends but yea I'm sure.

Chewy
2013-01-18, 08:02 PM
I need new pants now.

CrazEpharmacist
2013-01-18, 08:02 PM
Wow, everything looks amazing. I can't wait to see how this affects game-play.

KaskaMatej
2013-01-18, 08:17 PM
Woo, SMGs! Can't wait to use them! Sadly they didn't have VS' gun modeled yet but I hope they won't be the same for all empires.

ShadetheDruid
2013-01-18, 08:18 PM
Very, very awesome stuff.

Mastachief
2013-01-18, 08:59 PM
Tonight a variety of new items were revealed on FNO:

New Spawn Rooms

- EXCELLENT great step in the right direction for defense.

SMGs

- MEH for the most part. Plain IDIOTIC to allow cloakers to use these


The tunnels didn't make it sadly.

- Hoping for vast networks of tunnels that are wide and high.

SMGs

All weapon models will be made more unique. (Badassification project)

- So when is retail

SMGs will have faster ADS movement.
Unique SMG animations
Different types of iron sights and animations.
All classes except MAXs - Giving infils SMGs is as bad as giving them shotguns




Misc

Raised vehicle pads.

-Great alteration





A solid B- so far.

bpostal
2013-01-18, 09:01 PM
I saw the 'observer mode' in FNO and it seems to be an invisible vehicle of some sort.
If it's an invisible vehicle, maybe it can carry passengers and if it is invisible and can carry passengers...is it the Phantasm?

If that's true, can I get one?

p0intman
2013-01-18, 09:02 PM
cloakers with SMGs will be hilarious to watch, and it will end up the same way as cloakers with shotguns.

Mastachief
2013-01-18, 09:10 PM
I saw the 'observer mode' in FNO and it seems to be an invisible vehicle of some sort.
If it's an invisible vehicle, maybe it can carry passengers and if it is invisible and can carry passengers...is it the Phantasm?

If that's true, can I get one?

We can only hope for the return of the phantasm.

- For the newbs

http://wiki.planetsidesyndicate.com/index.php?title=Phantasm

Koadster
2013-01-18, 09:17 PM
Looks great, only problem is I bought a scout rifle so my infiltrator could have cqb abilities now they get SMGs.. Think im just gonna wait a year before spending SC now. Otherwise stuff you buy will get outdated the next few weeks :(

New spawn room layouts look good, slowly getting more defense options :)

Lonehunter
2013-01-18, 09:19 PM
I don't really see a need for SMGs, they really seem like fluff, content being added for the sake of just adding more something.

I think they'll have the biggest impact on Infiltrators, getting something full auto is always a huge perk.


The spawn layouts are a good start, and I think the tunnels will be a big part of it for bases. The roof is still pretty open, barely any cover at all up there.

Hamma
2013-01-18, 09:57 PM
I need new pants now.

That's coming in February.

I saw the 'observer mode' in FNO and it seems to be an invisible vehicle of some sort.
If it's an invisible vehicle, maybe it can carry passengers and if it is invisible and can carry passengers...is it the Phantasm?

If that's true, can I get one?

It's a vehicle with ID 1337 right now :P Watched a dev run someone over with it in beta. It's a totally invisible GM device of some sort though.

SturmovikDrakon
2013-01-18, 10:23 PM
I also noticed that the map icon colours are now your faction colours instead of being green

Good change

Hamma
2013-01-18, 10:27 PM
Didn't even notice that, nice.

Mietz
2013-01-18, 10:32 PM
SMGs on infiltrators will be removed in the next patch.
Calling it right now.

We saw what happened with infiltrators and shotguns, high DPS close combat weapons for cloakers just don't work with this design.
Scout Rifles are bearable because they suffer a strong dmg-falloff and have lower rate of fire. Generally SRs are equivalent to a Pulsar VS1, except they have higher recoil, and lower ROF, mag and longer reload.

I don't know the stats of SMGs, but being SMGs, I expect high ROF, large COF, high recoil and less bullet damage than an AR and equivalent damage drop off (which is then compensated by ROF).

Hamma
2013-01-18, 10:41 PM
Yea I don't see it sticking around either.

Hamma
2013-01-18, 11:18 PM
Added the map stats they showed at the end of the broadcast.

Oroshi
2013-01-18, 11:24 PM
The tank kill images are the same

Tatwi
2013-01-19, 12:14 AM
Added the map stats they showed at the end of the broadcast.

Stupid questions, but does "tank kills" mean, "tanks that have been destroyed" or "kills achieved by players who were in tanks at the time"?

Palerion
2013-01-19, 12:17 AM
So wait, only SMG models will be vastly different? Are the current weapon models going to be changed?

Hamma
2013-01-19, 01:10 AM
Sounded like it yep.

Hamma
2013-01-19, 01:12 AM
Not sure how I ended up with dupe images. Ah well, worth a shot.

Reaver
2013-01-19, 01:26 AM
Well that image shows what everyone on Mattherson already knew, vanu love dem magriders.

Linksthor
2013-01-19, 03:45 AM
Did I see water in the Bio-Dome?

Mordelicius
2013-01-19, 04:16 AM
Nice fight on Esamir and a nice FNO episode :D. Although I was watching capture point areas for the most part and intercepting ninjas and backhackers.

I'm glad the Devs are listening intently to the community with those design changes to the spawn room.

But just one flaw I noticed: That roof invites Light Assault spam camping at the very top. And it doesn't look accessible to the actual defenders. Perhaps they should add another accessway elevator to the very top. It will be very difficult to kill alot of LA at the very top if they simply will just shoot or C4 players coming out of the egress points or even at the 2nd floor.

The one in the Biolab looks solid and flawless though, whether you are at the defender spawn or the attacker spawn :D

ringring
2013-01-19, 05:20 AM
Did I see water in the Bio-Dome?

We've had water in the Bio dome for quite a while, since around Amerish was released.

Unsure why the change in the Bio dome tbh.

Mastachief
2013-01-19, 05:29 AM
We've had water in the Bio dome for quite a while, since around Amerish was released.

Unsure why the change in the Bio dome tbh.

Makes it easier to resist the zerg and fight back out of the spawn room.

Figment
2013-01-19, 05:37 AM
Well that image shows what everyone on Mattherson already knew, vanu love dem magriders.

It mostly shows there's no good north-south, south-north flow and a strong west-east flow with incursions from the north forcing engagements to be further south.

Which we already said in Tech Test. :p

TheRageTrain
2013-01-19, 05:40 AM
I\m an engineer so i\m spectical about anything..

SMG\s to all classes? I take they aren\t that well balanced then. Anyways saving certs for it, because it sounds like a weapon you must have. I just hope everyone doesn\t have to use them to do well.

Figment
2013-01-19, 05:43 AM
http://nl.twitch.tv/planetside2/b/358314671

For those who hadn't seen the link yet. :)

ringring
2013-01-19, 05:46 AM
Makes it easier to resist the zerg and fight back out of the spawn room.
Yea.

I've watched it now and it seems ok. When people said there was an entrance in the top I assumed they meant the top of the dome *doing*.

And there is at least an additional patch of water in the dome that I saw, who know whether that is meant to transfer over to live tho.

I quite like the new spawn building they showed on Indar. It's still potentially campable but it does depend on where the building is placed and even if it is, it's much less so. So, I'm eager to see how that plays out in a live situation.

Sturmhardt
2013-01-19, 06:15 AM
Hmm... I like everything except SMGs. What do we need SMGs for? I don't see too much difference to the carbines. It's just a way for SOE to make money but they could potentially fuck up the balance, so I'm not really fond of the idea. Spawn rooms definitely look better, too bad we couldn't see the tunnels yet.

Figment
2013-01-19, 06:21 AM
They definitely took some of the design cues I've been bugging them with, so I'm pleased to see things like increased merlon/crennel use, wider doors, outside extending catwalk bits, doors having top cover and front cover and some roofing and being able to get back inside from the roof without suiciding. And the roofing over the smaller room is also something they've clearly picked up on.

Hopefully outpost walls will see walkways soon.

The only thing that disappoints me is that the outdoor world spawnrooms are still treated as stand alone shacks that aren't directly linked to a CC in the same building. You're still going to have to get through a vehicle cross fire at some point to reach the CC. Outposts like Twinpeaks aren't going to benefit because their issue is logistical distance to CC's.

With regards to placement of these buildings, I presume most these angles will start getting blocked off one way or another by placing obstructions in their line of sight (the example shack had a huge field of vision which for lock on AV and snipers is probably OP). It also still isn't treated as the central building of an outpost, but meant for edge of outpost placement, thus it's not stimulating a 360 degree outpost design.

It is definitely a major improvement over the old spawnshack in that this is better suited from the perspective of run-and-gun modular building design without being extremely farmable. After all, it provides far more options, has less chance of being camped at CQC and the easy high ground access is a very important thing to have. The wide stroke of shield also provides anti-air with a very safe firing angle.

However, I'd rather have had it where such a design would be an internal part of a much larger buildingcomplex (could be largely underground) that holds a SCU that drops spawn shields and stops spawning, and holds the CC so attackers have to fight in, rather than defenders having to fight out.

Difference is courtyard control fights or building control fights.

Figment
2013-01-19, 06:30 AM
PS: Shotgun infils was:
http://i.stack.imgur.com/jiFfM.jpg

SMG infils are:
http://i.stack.imgur.com/NTsOF.jpg

Phantomdestiny
2013-01-19, 07:24 AM
well i think hope is back in the game

Rolfski
2013-01-19, 07:29 AM
I'm impressed with the badassification project so far, weapon model design is definitely going into the right direction. Love the unique look & feel and animations of these smg's.
Question: Will the current, pedestrian looking gun arsenal get an overhaul as well?

New spawn room design looks great too, although I'm a little worried whether they're not going overboard with this. As Jimmy mentioned, the open design can make them effectively become a spawn fortress where snipers and heavies have a turkey shoot, taking down everything that comes within their field of view.

https://0ccu5w.bay.livefilestore.com/y1pQsW5FVBQQD8z-ndEIDnU2uFJ5ameEUlp2vSyXT707Xt5kwUI0GbYJIRhPpMkSfN 559ENsv-pTeM/spawn%20fortress.png?psid=1

Phantomdestiny
2013-01-19, 07:32 AM
he also said that some bases will have tunnels connected directly to the spawn in order to get to parts of the facility . i really wonder how the layout will work

Baneblade
2013-01-19, 07:36 AM
I still hope HA will get a riot shield to use with SMGs/Pistols.

Captain Auraxis: The First Zergling

Sturmhardt
2013-01-19, 07:45 AM
I still hope HA will get a riot shield to use with SMGs/Pistols.

Captain Auraxis: The First Zergling

A riot shield would at least be something new that could add to the game. SMGs don't really....

NewSith
2013-01-19, 07:51 AM
I still hope HA will get a riot shield to use with SMGs/Pistols.

Captain Auraxis: The First Zergling

They gotta make it throwable then...

ShadetheDruid
2013-01-19, 08:17 AM
SMGs are something for people to use in the "extreme CQC" niche, a niche that is currently occupied solely by the shotgun (and as someone who doesn't like using shotguns but loves SMGs, no they aren't the same).

Hamma
2013-01-19, 03:42 PM
he also said that some bases will have tunnels connected directly to the spawn in order to get to parts of the facility . i really wonder how the layout will work

Indeed! Wish we could have seen tunnels.

Archonzero
2013-01-19, 04:02 PM
Heh, sounds good. SMGs for all classes, good! (didn't care for cloakers w/shotties).

Guess we'll see how the new spawns designs hold up.

The heavy blast covers, it will provide a slight reduction from lib gunners that can't aim. I don't see them doing much to provide cover against a reasonable lib/gunner, they'll still be able to clear out players under them rather easily. Unless they ninja nerf the blast radius more.

Maybe no tunnels might be a good indicator that they decided to do a better sub-level layout under various facilities?

More unique stylization to weapon models, good! I was hoping the current ones were mostly placeholders.

Timealude
2013-01-19, 04:05 PM
I honestly think LA is going to way worse with the SMGs then cloakers will seeing as they have hide a bit better now then cloakers and also the range with the SMG will be farther then the shotguns and have a much HOR of fire.