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2013-02-01, 06:36 PM | [Ignore Me] #4 | ||
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. Last edited by NewSith; 2013-02-01 at 06:40 PM. |
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2013-02-01, 06:36 PM | [Ignore Me] #6 | ||
Private
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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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2013-02-01, 06:41 PM | [Ignore Me] #7 | ||
Captain
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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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2013-02-01, 07:09 PM | [Ignore Me] #14 | ||
Contributor Lieutenant Colonel
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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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2013-02-01, 07:10 PM | [Ignore Me] #15 | |||
PSU Admin
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