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Old 2003-08-26, 10:16 PM   [Ignore Me] #1
Strygun
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Patch - August 27


http://www.planetside-universe.com/index.php?newsid=536
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Old 2003-08-26, 10:28 PM   [Ignore Me] #2
Lise
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8. Respawning at a facility will no longer drain NTU's from the facility's silo.
OMGzors. Another change from waaaaay out in left field. Where'd this come from?
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Old 2003-08-26, 10:43 PM   [Ignore Me] #3
321
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Patch sounds good. Not a lot of new stuff but it what they will change sounds good.
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Old 2003-08-26, 10:44 PM   [Ignore Me] #4
00AgentDuck
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They say pressing alt+r won't cause the vechicle to drift, what does alt+r do anyway?
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Old 2003-08-26, 10:50 PM   [Ignore Me] #5
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Turns the dials on your radio.
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Old 2003-08-26, 10:52 PM   [Ignore Me] #6
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alt-r levels the flight patch in an aircraft, but it sort of drift's towards left/right.

spawning takes TONS of ntu's from a base in a huge battle, so removing spawning ntu will help out base defense ALOT.
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Old 2003-08-26, 10:57 PM   [Ignore Me] #7
00AgentDuck
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Yeah I agree, I have seen way to many bases go neutral because of the number of people that spawn. But wouldn't the respawn technology take some kind of power such as NTU's? Oh wait, I'm trying to make sense of a game that has no sense to it, but hey I like games that make no sense.
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Old 2003-08-26, 11:03 PM   [Ignore Me] #8
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double post...oops
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Old 2003-08-26, 11:52 PM   [Ignore Me] #9
WritheNC
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8. Respawning at a facility will no longer drain NTU's from the facility's silo.
That's a better idea than giving towers energy silos.

Now if you want that cap, attackers better have their s*** together. Make runs for the generator and spawn tubes and destroy them and all that jazz.
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Old 2003-08-27, 01:12 AM   [Ignore Me] #10
Happy lil Elf
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Best idea for base defense I've heard yet. With how fragile ANTs are having a few on hand wasn't really all that realistic and I can't tell you how many great fights over a base died because people would not spawn at the AMSs in the courtyard and instead spawned in the base.
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Old 2003-08-27, 01:21 AM   [Ignore Me] #11
WritheNC
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True. I'd still want an AMS in the cy if at all possible. That 30 seconds it takes for everyone to run up the steps is crucial if the enemy is being kept at bay outside.
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Old 2003-08-27, 06:35 AM   [Ignore Me] #12
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The NTU stuff is a good change, Ive yet to be in a medium zerg (we all know how the huge zerg moves, obliterating everything in its path) that cannot take the base. It all usually ends when the base goes neutral, some minor problems with all the AMS' around the base, but they fall quickly enough (usually). Now that the base do not drain so extremely quickly during a huge fight, defence will actually have a chance. Though I have a feeling that a zerg never gives up anyway. But this will give the defenders the oppertunity to defend easier. The question now is will people actually defend the generator now? Its so easy to get into the generator room allready because of the backdoor.

Good patch
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Old 2003-08-27, 07:21 AM   [Ignore Me] #13
Piith
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1. Drivers will gain control of vehicles coming off the creation pad sooner.
2. Air vehicles will move off of the vehicle creation pad quicker.

those were needed,
now where is the one " Jacked vehicals now can been driven by the jacker, even tho he does not have the cert"
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Old 2003-08-27, 08:17 AM   [Ignore Me] #14
STEALTHKILLER
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Originally posted by 00AgentDuck
Yeah I agree, I have seen way to many bases go neutral because of the number of people that spawn. But wouldn't the respawn technology take some kind of power such as NTU's? Oh wait, I'm trying to make sense of a game that has no sense to it, but hey I like games that make no sense.

:O:
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Old 2003-08-27, 09:44 AM   [Ignore Me] #15
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sweet, you do get control faster
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