View Full Version : Re: Map Changes, Scu changes, Spawnroom Changes
p0intman
2013-05-10, 03:20 PM
SCUs now shut down all terminals, turrets, spawns, spawn doors and the spawn room pain field when it explodes. (on test)
[12:59:32] <P0INTMAN>wait
[12:59:33] <P0INTMAN>wait
[12:59:33] <P0INTMAN>wait
[12:59:50] <P0INTMAN>THEY ACTUALLY TOOK GOOD ADVICE FROM PS1 AND ARE PUTTING IT INTO PS2?
[12:59:51] <P0INTMAN>HOLY SHIT
[12:59:55] <P0INTMAN>MOTHEROFGOD
[12:59:58] <P0INTMAN>WHEN DID THIS HAPPEN?
[13:00:01] <P0INTMAN>WHO BOUGHT OUT SOE?
That is all. Those of you that think I hate for the sake of hating can be disproven now.
EvilNinjadude
2013-05-10, 03:35 PM
SCUs now shut down all terminals, turrets, spawns, spawn doors and the spawn room pain field when it explodes. (on test)
All terminals? I hope those are limited to the ones inside of the main base. But otherwise, AWESOME. Seriously, this is BRILLIANT.
WarbirdTD
2013-05-10, 03:41 PM
Yes buuuut, wait until you see what they did to base cap times. *Cringe* Awful, AWFUL idea mixed in with all this. Along the lines of "Let's make base fights MORE Zerg v. Zerg."
Hopefully they purge the base cap time reduction idea before it ever sees release.
AThreatToYou
2013-05-10, 03:44 PM
http://i.imgur.com/23aIoX4.gif
Chewy
2013-05-10, 03:49 PM
Um what about hacked things? Iv had good times taking over the tops of tech plants and using the enemy turrets against their counter attacks.
Or does this mean they just turn default and not "off".
ringring
2013-05-10, 03:53 PM
It's not so good if you can't defend your generators.
ps I think the hack times are just for test so that captures make the map move during the short test times they have, if you get what I mean and they're not intended to put into live. Because they would be stupid.
Hamma
2013-05-10, 03:54 PM
Interesting.
AThreatToYou
2013-05-10, 03:55 PM
Um what about hacked things? Iv had good times taking over the tops of tech plants and using the enemy turrets against their counter attacks.
Or does this mean they just turn default and not "off".
It's always been such a disadvantage when you take out the enemy's generator.
Rivenshield
2013-05-10, 03:55 PM
First the neo-lattice... now this.
Very good. Baby steps, guys. Baby steps. We're finally, FINALLY getting the game we asked for in beta. All I want now are multiple destructible spawns and all my old CE toys back. And a lightsaber. And a pony.
Sardus
2013-05-10, 04:51 PM
As long as they put the SCU gen somewhere defensible. I really liked the old gen in the basement thing, but not sure how to do that here.
EVILPIG
2013-05-10, 04:53 PM
I suggested that the spawnroom shields and painfields should drop at some point in the CAP back in Feb. Interesting to finally see it being tested. This will certainly alleviate the spawn camp complaints as the spawn room becomes fair game once it happens.
RANDOMpercent
2013-05-10, 04:58 PM
Where did you hear this? My outfit and I have thought that destroying the SCU should bring down spawn room shields and Painfield but the turrets and terminals as well? Interesting.
Sardus
2013-05-10, 05:05 PM
At least now it will incentivize people to get the hell out of the spawn room.
I also like the rumor I'm hearing that you won't be able to fire through the shields anymore, or at least with lock on rockets or pheonixes. Anything really that encourages people not to camp inside the room is a-okay in my book.
HiroshiChugi
2013-05-10, 05:06 PM
http://i3.kym-cdn.com/entries/icons/original/000/011/065/YES%20MEME.JPG
EVILPIG
2013-05-10, 05:15 PM
At least now it will incentivize people to get the hell out of the spawn room.
I also like the rumor I'm hearing that you won't be able to fire through the shields anymore, or at least with lock on rockets or pheonixes. Anything really that encourages people not to camp inside the room is a-okay in my book.
I disagree with not allowing fire out of the shields in conjunction with the ability to disable the spawn. The owners of the facility should be able to maintain a killzone around spawnrooms so that they don't get locked down too quickly, but they will have to defend their SCU if they don't want to get ROFLSTOMPOED. Allow them to fire out so that they can have some room to get out, but drop all spawn defenses once SCU is down so that it can be cleared.
Hamma
2013-05-10, 05:50 PM
I don't mind firing out of the spawn when it comes to infantry all that much. What I have a major issue with however us using lock on weapons and firing flak out from behind shields.
Ghoest9
2013-05-10, 06:17 PM
This seems more bad than good.
p0intman
2013-05-10, 07:11 PM
SCU and spawnroom need to be way more defendable, as do any areas where tunnels come up. SCU needs to be made a hold-able fortress similar to how gens are in PS1. In addition, spawns need something more to not be campable.
EVILPIG
2013-05-10, 07:20 PM
PS1 actually had fortresses. PS2 is a collection of buildings which quickly becomes insecure.
ChipMHazard
2013-05-10, 09:09 PM
Unless they change SCU gens' placement and change how easy it is to take out all the gens in bases/facilities (Obviously they are planning on tying the SCU gen shields to the capture timer) this will worsen our current situation.
AThreatToYou
2013-05-10, 09:33 PM
Unless they SCU gens' placement and change how easy it is to take out all the gens in bases/facilities (Obviously they are planning on tying the SCU gen shields to the capture timer) this will worsen our current situation.
It will, but it will make it easier for us to complain about how hard bases are to defend because, when they are finally defensible, we'll be able to put the central choke right around the SCU.
If you don't agree with that, just take the point.
p0intman
2013-05-10, 09:46 PM
Unless they change SCU gens' placement and change how easy it is to take out all the gens in bases/facilities (Obviously they are planning on tying the SCU gen shields to the capture timer) this will worsen our current situation.
Yes, but then they'll be forced to actually LOOK at how bases are BUILT and PLAYED around. Thats next on the list, I'm sure. It turns out that very few people actually see how this is all intertwined, apparently.
ChipMHazard
2013-05-10, 09:51 PM
Yes, but then they'll be forced to actually LOOK at how bases are BUILT and PLAYED around. Thats next on the list, I'm sure. It turns out that very few people actually see how this is all intertwined, apparently.
Haven't seen much when it comes to layout changes that would make me believe that they are going to do some serious changes to said layouts. I get how possible changes such as these have to be followed up by other changes to actually work, but... We'll see.
p0intman
2013-05-10, 11:09 PM
Haven't seen much when it comes to layout changes that would make me believe that they are going to do some serious changes to said layouts. I get how possible changes such as these have to be followed up by other changes to actually work, but... We'll see.
I wont be surprised if they don't, but its next on the endless list of things to bitch and moan about for me.
Falcon_br
2013-05-11, 01:31 AM
http://i.imgur.com/23aIoX4.gif
With the commissar hat!
Today I also notice that several bases receive partial SCU rooms, some of them even got a turned off SCU!
Some people also told that blowup the SCU decrease the cap time to 30 seconds, if it was higher than that.
I donĀ“t agree with the Latice, but the small latice they are going to implement I am ok with that, no more hexes, and no Bio Lab stack point where all the NC will live inside!
Ruffdog
2013-05-11, 03:22 AM
http://t1.gstatic.com/images?q=tbn:ANd9GcStfTG6NFIxuEZ9_50JdYKRANXG0fB-y4RMvBratJbTHUbvKFgyTg
Now dudes, get that SCU gen....
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