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2013-11-19, 10:26 PM | [Ignore Me] #1 | ||
Staff Sergeant
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Part of PU2 update currently on PTS (1.365 gb download)
If you seen it, what do you think? Personally I like the new look and feel of it. Still pretty much rough around the edges (then again it is PTS) but the new concept behind it, (You capture certain areas of the Amp station and so long as you hold it, you can spawn there) seems very promising. Thoughts? Feedback? Complaints? Lets here them! Hopefully this video should tie you over until, I get some screens NOT MY VIDEO and it isn't exactly the best but It'll do for now. https://www.youtube.com/watch?v=qECNYuiMsEI#t=128 Last edited by CrimsonTemplar; 2013-11-20 at 11:16 AM. |
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2013-11-20, 03:21 AM | [Ignore Me] #5 | ||
Major
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- Amp station is dissected into infantry friendly courtyards (3 parts and a central building).
- One cap point for each slice for a total of 3 (walled compounds). Each cap gives an underground spawn room nearby (if you cap it, spawn room converts to your faction). Overall there would be 4 spawn rooms including the defender's. - SCU seems gone replaced by a central defender spawn room. There's at least one generator for the main outer entrance as before. - It's almost inspired by the Octagon but lacks the platforms. Just stairs, ground, walls and buildings. - Outer walls are heavily shielded (closed), except for areas overlooking the spawn room exits. Spawn room exits coming from the ground has painfields all over. Imo, they aren't enough. There will be a potential spawn camp galore in here. Suggested fixes: - The two infantry stairs on the sides can be traversed by Sunderers. I assume Harassers can easily run it too. As well as maybe tanks. Hence the infantry-only courtyards cannot really be possible. Sure, the Sunderers can't deploy but still they can participate in fights. Worse if that's a Harassers - They need to seal the backside entrances as well from vehicles. Another entry point that can lead to the stairsways. Making the base porous to any vehicles. - Move A to front of base instead of offset right. There's an empty building there with a platform in the middle. I'm not sure what that is for. But that's probably good for A spawn. Just give it an artificial roof. - Spawn room exits seem easy to camp coming from underground. They probably need to move the shields at the mouth of the entrance itself. Eventhough enemies aren't afforded to enter due to painfields, it's easy to spawn camp that long tunnel. Overall, seems like their attempt to separate vehicles from infantry fights. It's generally awesome except from some downside (read above). They probably can experiment with jumpads leading up to the main building . Can't wait to test it in combat. It's shaping up to be an infantry bloodbath (everything else that can be adjusted aside, now all it really need is that promised dome shields up top). |
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2013-11-22, 04:16 AM | [Ignore Me] #6 | |||
Major
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And for those stairs, Sunderers can easily climb to circumvent the walls. Haven't tested Harassers and tanks though. Harassers likely can easily do it. Tanks with maybe a little more effort. Lastly, they should experiment with Jumpads leading up to the top of the central building. I couldn't check because the Vanu owns the place, But I'll have to see the vantage from the top shooting down. I assume one can easily spam everything from top and destroy/suppress everything below, esp the capture points and spawn exits. Jumppads will serve as equalizer for those spots. |
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2013-11-22, 05:08 PM | [Ignore Me] #7 | ||
Staff Sergeant
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I checked out the new base on the test server a few things I really like and a few I did not.
Likes 1. Blast shields raised on the walls and the battlements to increase wall defense. 2. multiple spawn points with equip terms spread around the base "Makes for easy access to equip terms anywhere in the base for defender's." 3. Spawn Room with equip terms integrated into the super structure of the base. Dislikes 1. Still holes in the walls to let enemy troops just run into the base unobstructed "even though it has been closed up some so vehicles can not do that anymore which is good." 2. Base mechanic changed so you gain a hard respawn point in a base you don't actually own just by capping one of its 3 cap points....WTF Terrible!!!!!????? 3. Way to few turrets on the walls and battlements.....Walls and battlements should be stacked with defensive turrets as well as a couple AA right on the superstructure's roof. Last edited by Livefire; 2013-11-22 at 05:11 PM. |
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2013-11-20, 11:13 AM | [Ignore Me] #9 | ||
Played it the early hours of this morning.
Huge step in the right direction, just needs finishing and more cover from aircraft and blocking of harasser routes. Someone elses video, my footage will take ages to edit and upload |
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2013-11-20, 11:21 AM | [Ignore Me] #15 | ||
Reminds me a bit of the Interlinks on Hossin. Looks like a good improvement, will most certainly have to check it out soon.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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