Friday Night Ops, Tunnels and SMGS Feb 1 - PlanetSide Universe
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Old 2013-02-01, 07:27 PM   [Ignore Me] #1
Hamma
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Friday Night Ops, Tunnels and SMGS Feb 1




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



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



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



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



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



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

Tunnel Entrance in spawn room:



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



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

Tunnel Exit inside amp station:



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)
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Last edited by Hamma; 2013-02-01 at 07:37 PM.
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Old 2013-02-01, 07:30 PM   [Ignore Me] #2
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


So where does this Tunnel lead to?
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-02-01, 07:32 PM   [Ignore Me] #3
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


From the spawn room to near the spawn generator in the amp station.
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Old 2013-02-01, 07:36 PM   [Ignore Me] #4
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Hamma View Post
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.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2013-02-01 at 07:40 PM.
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Old 2013-02-01, 07:36 PM   [Ignore Me] #5
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


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.
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Old 2013-02-01, 07:36 PM   [Ignore Me] #6
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


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.
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Old 2013-02-01, 07:41 PM   [Ignore Me] #7
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


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.
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Old 2013-02-01, 07:36 PM   [Ignore Me] #8
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


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.
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Old 2013-02-01, 07:39 PM   [Ignore Me] #9
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


can't wait to get my hands on that vanu smg..i love it !
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Old 2013-02-01, 07:40 PM   [Ignore Me] #10
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Also, you can't see from the pictures but there are animations on the SMGs, more than any other weapon in the game atm.
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Old 2013-02-01, 07:43 PM   [Ignore Me] #11
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


ya the tunnels look kinda ok but its a start can't complain to much
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Old 2013-02-01, 07:57 PM   [Ignore Me] #12
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


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.
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Old 2013-02-01, 08:00 PM   [Ignore Me] #13
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Little bit disappointed with the tunnels, looking forward to the patch nonetheless.
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Old 2013-02-01, 08:09 PM   [Ignore Me] #14
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


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
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Old 2013-02-01, 08:10 PM   [Ignore Me] #15
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by DirtyBird View Post
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
You burst into flames!!
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