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View Full Version : Friday Night Ops, Tunnels and SMGS Feb 1


Hamma
2013-02-01, 07:27 PM
http://www.planetside-universe.com/media/album/mp52rz6sp6/20130201_510c5b6238eea.png

http://www.planetside-universe.com/media.php?view=2282

http://www.planetside-universe.com/media/album/mp52rz6sp6/20130201_510c5b720e22b.png

http://www.planetside-universe.com/media.php?view=2283

http://www.planetside-universe.com/media/album/mp52rz6sp6/20130201_510c5b8532b4d.png

http://www.planetside-universe.com/media.php?view=2284

http://www.planetside-universe.com/media/album/mp52rz6sp6/20130201_510c5bb575ee1.png

http://www.planetside-universe.com/media.php?view=2285

http://www.planetside-universe.com/media/album/mp52rz6sp6/20130201_510c5bff9bef4.png

http://www.planetside-universe.com/media.php?view=2287

http://www.planetside-universe.com/media/album/mp52rz6sp6/20130201_510c5c0d25bec.png

http://www.planetside-universe.com/media.php?view=2288

Tunnel Entrance in spawn room:

http://www.planetside-universe.com/media/album/mp52rz6sp6/20130201_510c5c4068376.png

http://www.planetside-universe.com/media.php?view=2289

http://www.planetside-universe.com/media/album/mp52rz6sp6/20130201_510c5c73212da.png

http://www.planetside-universe.com/media.php?view=2290

Tunnel Exit inside amp station:

http://www.planetside-universe.com/media/album/mp52rz6sp6/20130201_510c5c855026e.png

http://www.planetside-universe.com/media.php?view=2291

The tunnels have "Jump pads" inside to shoot you from one side to another.

Edit: The tunnels go from the Spawn Room into the spawn generator room at the Amp Station (in this case)

NewSith
2013-02-01, 07:30 PM
So where does this Tunnel lead to?

Hamma
2013-02-01, 07:32 PM
From the spawn room to near the spawn generator in the amp station.

megashades
2013-02-01, 07:36 PM
Tunnels are a bit disappointing and look tacked on, but at least it's a start. I'm not too fond of the man-cannon approach to it, we may as well have had teleporters like the tech plant used to.

Hopefully they'll add-on to the tunnels in the future to serve more of a purpose with indoor fighting or something along those lines.

Shuuda
2013-02-01, 07:36 PM
I like how some people are shocked at the idea the tunnels can still be "camped", as though that was never going to be the case anyway.

NewSith
2013-02-01, 07:36 PM
From the spawn room to near the spawn generator in the amp station.

Hurray! Also I like the gravlift solution - the exit is vulnerable to C4, mines and grenades, but on the other hand prevents bottlenecking without creating "defensive camping".

EDIT: Gravlift*, not jumppad.

ShadetheDruid
2013-02-01, 07:36 PM
Not sure why, but I love how the little battery thing on the VS SMG keeps spinning when the battery itself is taken out for the reload. :eek:

VSderp
2013-02-01, 07:39 PM
can't wait to get my hands on that vanu smg..i love it !

Hamma
2013-02-01, 07:40 PM
Also, you can't see from the pictures but there are animations on the SMGs, more than any other weapon in the game atm.

bjorntju1
2013-02-01, 07:41 PM
Those tunnels look horrible. Really feels like a rush job. But it is a start, and I hope that when they are tested for a few weeks and it turns out the change was for the better, that they put some more effort in how the tunnels look.

arclegger
2013-02-01, 07:43 PM
I said this in chat during the stream and I'll say it here.

The 1st pass on tunnels is just defender only, we are trying to see how they play. What the players do, how they use them. After we have that info we can look into more tunnels, different tunnels, attacker tunnels etc. Just remember this is the first iteration.

You guys were beta players, you saw many first iterations on lots of things, you also saw us systematically tune and tweak first iterations to become better versions.

Hopefully this clears things up about the tunnels.

VSderp
2013-02-01, 07:43 PM
ya the tunnels look kinda ok but its a start can't complain to much

Nyctalgia
2013-02-01, 07:45 PM
I said this in chat during the stream and I'll say it here.

The 1st pass on tunnels is just defender only, we are trying to see how they play. What the players do, how they use them. After we have that info we can look into more tunnels, different tunnels, attacker tunnels etc. Just remember this is the first iteration.

You guys were beta players, you saw many first iterations on lots of things, you also saw us systematically tune and tweak first iterations to become better versions.

Hopefully this clears things up about the tunnels.

I understand where you're coming from. The main problem is probably that this wasn't known from the start and we all had our expectations up.
A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that.
As of now they just give the impression of cumbersome teleporters.

Roy Awesome
2013-02-01, 07:47 PM
I understand where you're coming from. The main problem is probably that this wasn't known from the start and we all had our expectations up. A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that. As of now a lot of people feel like they're just cumbersome teleporters.

Actually, this was said in the first announcement that tunnels were coming.

arclegger
2013-02-01, 07:48 PM
I understand where you're coming from. The main problem is probably that this wasn't known from the start and we all had our expectations up. A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that. As of now a lot of people feel like they're just cumbersome teleporters.

I hear ya, honestly I did not know a lot about them because we all work on different things. I didn't work on them so I didn't know the design 100% for a little while.

I'm just here to let you know our intentions.

Phantomdestiny
2013-02-01, 07:51 PM
arclegger are you gone had sanctuaries in the future? and thanks for tunnel i wanted to see some defence

Nyctalgia
2013-02-01, 07:54 PM
Actually, this was said in the first announcement that tunnels were coming.
They said that there would be tunnels from the spawn. Not tunnels in the spawn. Me and pretty much everyone I've talked to believed they would be something the defenders would use to get around and the attackers would be able to push them back through, not two holes to camp.

I hear ya, honestly I did not know a lot about them because we all work on different things. I didn't work on them so I didn't know the design 100% for a little while.

I'm just here to let you know our intentions.
No hard feelings, mate. It's an improvement either way and it's much appreciated that you take the time to reply both here and in the chat. Kudos!

NewSith
2013-02-01, 07:54 PM
I said this in chat during the stream and I'll say it here.

The 1st pass on tunnels is just defender only, we are trying to see how they play. What the players do, how they use them. After we have that info we can look into more tunnels, different tunnels, attacker tunnels etc. Just remember this is the first iteration.

You guys were beta players, you saw many first iterations on lots of things, you also saw us systematically tune and tweak first iterations to become better versions.

Hopefully this clears things up about the tunnels.

The only thing I am disliking atm is jumppads there (not gravlifts). But not from the functionality point of view, but from the point of view of immersion. They make it feel to Q3ish. The tunnels doesn't seem to be very lengthy, so I see no real point in having a jumppad net there.

As for the inner visual designs - they will change, I think we all understand that.





Also - important question - can I AVOID using jumppads? Because it'll be rather hard to gather up for a push, if you are forced into pad-bumping.

Mietz
2013-02-01, 07:57 PM
The tunnels look good. We will have to see how they turn out in live.

I hope there will be more tunnels and underground structures/rooms in the future.

TotalEclipse
2013-02-01, 08:00 PM
Little bit disappointed with the tunnels, looking forward to the patch nonetheless.

DirtyBird
2013-02-01, 08:09 PM
I'm happy they are introducing them but you cant tell jack about tunnels until we get to test the functionality in game.

Question re Tunnels: What happens if you are in one as the base changes hands? Do they have the same pain field as spawn rooms?
Or can I sit in there with my engineer mates :evil:

Hamma
2013-02-01, 08:10 PM
arclegger are you gone had sanctuaries in the future? and thanks for tunnel i wanted to see some defence

Even if he knew this I highly doubt he would be breaking that news here in this thread. :lol:

Hamma
2013-02-01, 08:10 PM
I'm happy they are introducing them but you cant tell jack about tunnels until we get to test the functionality in game.

Question re Tunnels: What happens if you are in one as the base changes hands? Do they have the same pain field as spawn rooms?
Or can I sit in there with my engineer mates :evil:

You burst into flames!!

Phantomdestiny
2013-02-01, 08:12 PM
Even if he knew this I highly doubt he would be breaking that news here in this thread. :lol:

i knew that but can't hurt to try xD

kcirreda
2013-02-01, 08:31 PM
I like the grav lift exit more than just another 1 way shield door exit that I thought we were getting. I hope we get the test server back to play test any more tunnels that would have combat in them.

Chewy
2013-02-01, 08:33 PM
http://www.twitch.tv/planetside2/b/363042902

First hour of the stream showing tunnels and SMGs with QnA.

Ghoest9
2013-02-01, 08:42 PM
The tunnels remind me of original "DOOM."

Crator
2013-02-01, 08:47 PM
I'm just happy there's more defensibility around spawn rooms!

Phantomdestiny
2013-02-01, 09:07 PM
i think the "tunnels" or spawn fast travel system (SFTS tm) xD are gone help defending greatly . people are gone be able to stop scu caps and if people are not stupid they can throw a flash bang before they leave the tunnels

Figment
2013-02-01, 09:23 PM
...Why go through all these lengths of making a tunnel if you could do the same with a subteranean teleporter exit?

I mean... Really? They want us to playtest this now to see how we'd use it?

Again with the "no idea what I'm getting into LOL"-one-way-committed-to-certain-campdoom elevator exits.



FFS... It's like they do this on purpose! >_<'


http://nimga.com/f/Wh9jL.gif

"Defender tunnels", "Attacker tunnels"? We just want a tunnel complex containing all important generators, defendable entry points, CQC room to room fighting till they drive us all the way back to the spawnroom and SCU. A spawnroom which can easily get you to all sides of the base equally fast, simply by being centralised. Simply an infantry bufferzone where the HE spam from outside is not going to get them the base!

Note the logistical line to CC is still eons shorter for attackers... This does almost nothing for defense beyond what a Sunderer in the vehicle bay already did - just takes longer to get there. Sure, if you get a group of people post-hack, drop the spawns and get through the tunnels - you might catch someone by surprise. But they'd see you get into the spawn room from miles away if it's a big group and even then you'd be hardpressed to do something about the attacker's hold who already were in a position to get to the SCU in the first place: they'll just drop it again even if you can get it back up somehow.


Why, WHY do they design this as basically yet another teleporter / spawntube camp exit? WHY? What's with the sado-masochism?! :doh:

Phantomdestiny
2013-02-01, 09:28 PM
is it just me or at 1:49:00 to 1:50:00 . Whisenhunt is saying that the MCG/lasher are being remaked into the ps1 version

Zulthus
2013-02-01, 10:57 PM
Maggie said Lasher users would be happy... I'm itching to find out what they're doing to the HA weapons.

Kon
2013-02-01, 11:13 PM
Tunnels are OK but i would like to see a Downlift Entry to the Tunnel System from the SCU Generator room, at a minimum whats the point of tunnels if i still have to run across the courtyard to get to the other generators , if i haven't died yet

socksTR
2013-02-01, 11:42 PM
I don't know why i'm disappointed, I should be used to it by now, but these 'tunnels' are a joke. They add nothing to the game, might as well have been a defensive teleporter. It seems like the player base asks for something and the developers take the literal, simple definition of what we ask for and add it into the game.

We wanted tunnels, we got them.

infinite loop
2013-02-02, 12:00 AM
Wow, fail. Also don't know why I had any hope that they would do something cool to give some more areas for infantry to fight over. Awful.

QuantumMechanic
2013-02-02, 12:18 AM
I heard that there will tunnels that go to the regular shield generators as well. If that's true, then this patch should make a big difference in defensive gameplay.

About the SMGs, the animations are nice and all. But when I'm busy keeping my crosshairs on the bad guy, I'm not looking at all the minute shoot animations that are happening.

What's more important to me is that all the different weapons actually look unique.

Mordicant
2013-02-02, 12:37 AM
I never got the impression that they would put a tunnel network underneath the complex. They said that a tunnel from the spawn room to the main part of the base. So then the question of why do this instead of a teleporter? Maybe as people had said in the past tunnels were not possible (I never did confirm if this is true) so know they figured them out and they testing them out before working on a large more complex network.

I would love to see the scu and main capture point down some tunnels. But it maybe baby steps.

Chewy
2013-02-02, 12:55 AM
I never got the impression that they would put a tunnel network underneath the complex. They said that a tunnel from the spawn room to the main part of the base. So then the question of why do this instead of a teleporter? Maybe as people had said in the past tunnels were not possible (I never did confirm if this is true) so know they figured them out and they testing them out before working on a large more complex network.

I would love to see the scu and main capture point down some tunnels. But it maybe baby steps.

When he got to the lifts to the SCU room he looked at 2 side paths. Maybe the SCU was stop one out of a few?

RSphil
2013-02-02, 01:52 AM
was a great show as always. some good stuff coming, cant wait to see where the tunnel ideas go. loved the tunnel fights in the origional Battlefield Vietnam. hope planetside has something similar in the works.

Reithan
2013-02-02, 02:14 AM
I'd be much more interested in tunnels that were implemented as a twisted catacomb of death beneath a base, something you could use as you described in stream, as well as something attackers could use - BOTH. Not separate attacker and defender tunnel systems...why would someone build a base with 'attacker tunnels' in it??

Also, if these tunnels will just be defender-only force-fielded areas, as seen in stream - why not just use teleporters? It adds nothing to the game to make it a tunnel. :(

And here I was hoping for some dark foreboding tunnels that would make flashlight attachments and SMG Infiltrators awesome...guess not.

Reithan
2013-02-02, 02:23 AM
Also, one question I wish had been asked/answered about SMGs:

For classes that already have a carbine/AR option as well as a pistol option - why would you EVER use the SMG?

It seems like the only characters these will be enticing to is the infiltrator, who's currently lacking a good short/mid-range hip-fire primary option.

Shuuda
2013-02-02, 02:46 AM
Talk about moving the goal posts, you guys:

"We want tunnels out of the spawn rooms!"

"Here you go."

"No! You've got to put the SCU and Generators in them, and let there be massive fights! This sucks! The developers NEVER LISTEN!"

Honestly. I for one cannot wait to get my hands on the TR SMG.

Timealude
2013-02-02, 03:22 AM
At first I was still iffy on the SMGs but now seeing that VS....that thing is pure sexiness to my eyes. I cant wait to run around with one on my Infy.

Twasta
2013-02-02, 03:24 AM
Looks like it also shows XP bonuses above the minimap now.

Kon
2013-02-02, 05:25 AM
well tbh i would like to see shields closer to the spawn and tunnel fighting but we knew that wouldn't happen, as long as defenders get to go ack into them, ill put up with that

Figment
2013-02-02, 05:38 AM
Talk about moving the goal posts, you guys:

"We want tunnels out of the spawn rooms!"

"Here you go."

"No! You've got to put the SCU and Generators in them, and let there be massive fights! This sucks! The developers NEVER LISTEN!"

Looks like you havn't been listening since pre-alpha either. :rolleyes:

We have gone into some excruciating detail at times summing up the problems with getting into situations you can't judge before you get out into a firing squad situation. That goes for anti-grav lifts, teleporters, drops out of spawns and more.



We have posted many times over where a SCU should be located, that the CC should always be reachable by indoors without vehicles interfering, infantry bufferzone meaning an decent area where spawning infantry can only be engaged by other spawning infantry.

I'm not sure how many times it has been requested for the love of humanity to put the spawns into the main base and underground into a bunker complex that could only be camped and rooted out by infantry. Probably a few million times.


How hard can it be to see a new camp area when you create one?

How hard can it be to realise these tunnels, implemented as they are now, will be an inefficient variant on teleporters?


Hell, there even were sarcastic postings that they didn't hope the tunnels would be long straight lines, literal tunnels, "because that sounds like something SOE would do".

And you somehow missed all the months of constructive critique and just read "tunnels" and then complain nobody ever said something about the how? Wow.




You know, when people don't say "don't put anti-grav elevators at the end, it is because people expect that to be common sense in that they would get camped. When people comment the courtyard is too big as is and logistical lines for defenders too long, as is, then a long tunnel isn't exactly what we seem to be asking for, now is it?


Nobody asked for defender only tunnels as far as I'm aware of. "Attacker tunnels" sound like the opposite of this. Yet one of the main complaints is that attackers can camp too easily. What does this do? It creates a slower, more campable version of the Sunderer in a vehicle bay. That is all. Sorry if you are surprised we are surprised.

Maybe we have too much experience to see such things as common sense...


It makes me become quite desperate though.


I did see some improvements to the tower, so let's hope that at least accounts for something.

Tikuto
2013-02-02, 06:23 AM
PacMan tunnel....

Figment
2013-02-02, 08:20 AM
Btw, you can actually see just how large the courtyard is if you look at the length of that tunnel.

That's probably culprit #1 where it comes to indefensible courtyard, of course next to ignoring the walls constantly by either skipping over them or driving through the holes.

Also a warning: you know how you can "cling"/"hang"to terrain everywhere? You see how narrow those manholes are? You're going out headfirst and will get stuck on your shoulder while being pushed up, just like how when you're jumping down or going up through the yellow shields often get you stuck for a millisecond.


That's enough even for me to get a headshot off, tbh.

laoss
2013-02-02, 08:24 AM
Actually I was expecting some kind of underground tunnel system with underground halls where you can reach every building in the base. Some sort of bunker system without any fancy tech. Not those tiny one-way tubes ..

bjorntju1
2013-02-02, 08:53 AM
The SMG's look very cool though! Lets hope the other guns get the same makeover!

Shamrock
2013-02-04, 07:23 AM
Yes I know some guys are disappointed but im relieved that at least there is now an option to get out of the spawn room. And as Arc said its a first iteration, so we should cut them a little slack. I love the new spawn rooms, a major improvement.

ringring
2013-02-04, 07:35 AM
Actually I was expecting some kind of underground tunnel system with underground halls where you can reach every building in the base. Some sort of bunker system without any fancy tech. Not those tiny one-way tubes ..

That's what I was asking for.

The whole thing makes me wonder how they will implement the extra continents and the interc ontinental meta game. Experience indicates not well.

I believe the Germans use a term in engineering of doing something English, or something like that, meaning just about good enough to get by but in reality not done well. This whole patch is like that.

Not desperate figgy despondent.

Figment
2013-02-04, 08:24 AM
I believe the Germans use a term in engineering of doing something English, or something like that, meaning just about good enough to get by but in reality not done well. This whole patch is like that.

Not desperate figgy despondent.

What you're saying is, they're constantly first creating the Robin Reliant in the class of alternative game mechanics, where the other alternatives are Golfs and Porsche 911s: all older pre-existing concepts, but some are reliable and one is uhm... British.

Thunderhawk
2013-02-04, 08:31 AM
So Ze Germans have a term called "British" when describing something mediocre built to just "get by"?



.....Sounds about right actually (I'm British)

MrBloodworth
2013-02-04, 10:38 AM
I said this in chat during the stream and I'll say it here.

The 1st pass on tunnels is just defender only, we are trying to see how they play. What the players do, how they use them. After we have that info we can look into more tunnels, different tunnels, attacker tunnels etc. Just remember this is the first iteration.

You guys were beta players, you saw many first iterations on lots of things, you also saw us systematically tune and tweak first iterations to become better versions.

Hopefully this clears things up about the tunnels.


I think you guys took Tunnels to literately. We wanted underground components to bases with objectives added as an alternative method of assault of a base ( Like a INF only backdoor ).

Personally I was also hoping you guys would take a tip from PS1 and move the spawns down there.

Also, with occlusion, frustum and dynamic object removal, I'm not sure why you would NOT want part of the base game play underground, it seems like this would be a boon to the render distance problem.

Personally, I feel you guys dropped the ball.