View Full Version : Terminals missing after Patch
Jaybonaut
2013-11-13, 06:49 PM
I confirmed it with Clegg last night:
They removed all infantry terminals from outside of the spawn rooms at tech plants. The one in the basement near the vehicle garage is gone. The one in the nearby buildings of each shield generator are gone.
I REALLY dislike this change, especially as an Infil fan, on both offense and defense.
Snoopy
2013-11-13, 07:04 PM
Seems a silly thing to do. Was there a reason they were removed?
DirtyBird
2013-11-13, 07:27 PM
Removed from Vanu Archives and Allatum Botany Wing as well.
Really missed them while playing Infiltrator last night especially at the Tech Plant putting bettys at the back doors.
Jaybonaut
2013-11-13, 11:13 PM
Yeah I don't get it. I show it a bit in my short opt vid today and talk about it :P
http://www.youtube.com/watch?v=G5CIrcVlFGE
"Also terminals, less NPCs and we removed them from every small outpost too"
"they were disrupting gameplay and flow too much with attackers getting too much of an advantage. Also performance."
Ah ok, well, I still wish they were there, since the bases are so huge. I don't really understand why they didn't benefit defenders but oh well.
Falcon_br
2013-11-17, 01:26 AM
Today while attacking Mao tech with several infiltrators to hack all the base, everyone complained about the lack of terminals!
I know yesterday they were in the game!
Snoopy
2013-11-17, 02:07 AM
It's just stupid. One less thing Infiltrators can do now. Hopefully they will bring them back, because the general consensus seems to be that it was a stupid move.
Carbon Copied
2013-11-17, 07:33 AM
Disrupting flow in bases? What flow if any are they talking about - I'm sure that the flow looks good when they seemingly build these bases with stats and they do assist the attackers but what about the defence in the opposite direction? Running all the way back to loosely placed spawns far from the objectives and "front line" just to re-equip is just dumb.
They need to be more inventive than these stupid knee-jerk design changes; I don't know... something like rolling objectives spawn points maybe or one of the other thousand repeated suggestions?
Stomps
2013-11-18, 12:43 AM
Im annoyed by this too, they help defenders just as much
1- now it takes a huge trip to mine a CP before moving out leaving me in the wrong class or loadout
2- we only have to destroy the terminal and attackers cant use it at all
3- we can see on the minimap when a terminal is turned, if people cant see this as a warning then tell them to go play COD rather than dumb the game down even further for the rest of us.
ChipMHazard
2013-11-18, 10:09 AM
I miss them as well. They allowed both defenders and attackers more versatility since they could both change classes without having to treck all the way back to a sundy or spawn room. The terminals were a nice fallback position.
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