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Old 2013-04-03, 10:27 AM   [Ignore Me] #31
Rahabib
Sergeant Major
 
Re: GU06 Notes


I dont know about you, but I rarely got killed in OHK by pumps. I get killed by them every now and then, but rarely is it OHK, its usually I am injured a bit then they finish me off. Even when I play its rarely a OHK for me to kill unless I am 5 inches from them. So unless theres some kinda loadout trick I am missing, a standard shot from the uppercut doesnt OHK unless you are within 5 feet.
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Old 2013-04-03, 10:28 AM   [Ignore Me] #32
EvilNinjadude
Second Lieutenant
 
Re: GU06 Notes


Servers have transitioned to Locked. Shouldn't be long now.
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Old 2013-04-03, 10:37 AM   [Ignore Me] #33
Snydenthur
Master Sergeant
 
Re: GU06 Notes


Originally Posted by Assist View Post
I'm so confused by your post. Nanoweave 5 doesn't stop OHK from pump shotguns.
Semi and auto shotty's were not the best shotguns either, pump were before and still are. They were a direct upgrade from the auto shotty - faster ttk, more kills per magazine, more kills without ammo belt.... Was that post all sarcasm? -_-
It wasn't sarcasm. Nanoweave doesn't stop ohk in theory, but in real situations, it does. It's not easy to have 9 of the 10 pellets hit. And I honestly believe that shotgun users are much easier to kill even at cqc than anyone with automatic weapon. Maybe it is because I did use pump action for over 700 kills, so I know how easily it's countered.
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Old 2013-04-03, 10:41 AM   [Ignore Me] #34
ringring
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Re: GU06 Notes


My one doubt on this update is regarding the Alerts system.

This appears to be a automatically generated event that will be triggered based on certain crteria including low population.

The problem I forsee is that it has a great capacity to annoy.

Marlorn said we should see it as akin to the rabbit events in PS1. He should remember that those event were liked by few and disliked by many. They were disliked because they distracted from 'the game', ie capturing the continent.

Often people would leave continents where events were running, especially since it quickly because obvious when the possible winner would reduce to one of two and then only one.

I don't know if this will happen but it's a danger.
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Old 2013-04-03, 10:52 AM   [Ignore Me] #35
wasdie
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Re: GU06 Notes


Everything seems pretty good. I just hope this patch goes better than the last few.
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Old 2013-04-03, 10:52 AM   [Ignore Me] #36
EvilNinjadude
Second Lieutenant
 
Re: GU06 Notes


Originally Posted by ringring View Post
My one doubt on this update is regarding the Alerts system.

This appears to be a automatically generated event that will be triggered based on certain crteria including low population.

The problem I forsee is that it has a great capacity to annoy.

Marlorn said we should see it as akin to the rabbit events in PS1. He should remember that those event were liked by few and disliked by many. They were disliked because they distracted from 'the game', ie capturing the continent.

Often people would leave continents where events were running, especially since it quickly because obvious when the possible winner would reduce to one of two and then only one.

I don't know if this will happen but it's a danger.
Come on people! Screw certs let's capture everything as fast as possible!

Said no Zerg ever. Before continent bonuses farming was done where it was easiest.

By the way guys, I can't find any infos on how Warp Gates worked in PS1. Can someone explain?
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Old 2013-04-03, 10:52 AM   [Ignore Me] #37
Ruffdog
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First Lieutenant
 
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Re: GU06 Notes


More XP is always good. Thanks SOE
Nice to get bonus char slots but what I'd really like is more saved loadout slots.

Turrets - didn't see this coming. Look forward to trying.

Tank mine activation -
Blockade armor on sundys just became mandatory!
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Old 2013-04-03, 10:54 AM   [Ignore Me] #38
EvilNinjadude
Second Lieutenant
 
Re: GU06 Notes


Originally Posted by Ruffdog View Post
Tank mine activation -

Blockade armor on sundys just became mandatory!
Eh, I just re-read OP. I'm going to go ahead and assume SOE are not changing Tank mines detonating when placed NEXT to the Sunderer.

I'm keeping my Mine guard, thanks
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Old 2013-04-03, 10:55 AM   [Ignore Me] #39
wasdie
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Re: GU06 Notes


Originally Posted by Hamma View Post
I don't get the TTK argument. I feel it's just fine.

Good changes overall in this patch it appears.
I've never understood why people think that having to put more rounds into somebody makes the game more "tactical". It really doesn't. If anything it reduces the tactical elements of the game a bit and puts even more emphasis on high RoF guns with larger magazines.

Positioning and flanking doesn't mean much when your enemy always has enough time to turn and fight back. That's not tactical. That's the exact opposite.

A higher TTK wouldn't make this game magically better. If anything it would make it more annoying to play.
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Old 2013-04-03, 10:56 AM   [Ignore Me] #40
ChipMHazard
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Re: GU06 Notes


Originally Posted by EvilNinjadude View Post
By the way guys, I can't find any infos on how Warp Gates worked in PS1. Can someone explain?
http://wiki.planetsidesyndicate.com/...title=Warpgate
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Old 2013-04-03, 11:07 AM   [Ignore Me] #41
EVILPIG
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Re: GU06 Notes




When you entered a warpgate, it would bring up the Global map and you would choose another warpgate you have a link to to teleport to. Much like entering a teleporter in game, only moving between conts.
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Old 2013-04-03, 11:08 AM   [Ignore Me] #42
EvilNinjadude
Second Lieutenant
 
Re: GU06 Notes


Ah. See, I was interested in how warpgate capturing worked in PS1, since that is coming to PS2 soon.

So, specific warpgates will just be exempt from capturing. Sounds simple enough then. Though I'm unsure about what SOE will decide to do with those massive bloody pain fields.
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Old 2013-04-03, 11:08 AM   [Ignore Me] #43
Dodgy Commando
Staff Sergeant
 
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Re: GU06 Notes


And with your tank! (or any other vehicle)
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Old 2013-04-03, 11:09 AM   [Ignore Me] #44
EvilNinjadude
Second Lieutenant
 
Re: GU06 Notes


Originally Posted by EVILPIG View Post
When you entered a warpgate, it would bring up the Global map and you would choose another warpgate you have a link to to teleport to. Much like entering a teleporter in game, only moving between conts.
You mean the beam at the center that still exists but does nothing? I heard they're fixing that even sooner!
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Old 2013-04-03, 11:11 AM   [Ignore Me] #45
Gimpylung
Master Sergeant
 
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Re: GU06 Notes


Originally Posted by EVILPIG View Post
When you entered a warpgate, it would bring up the Global map and you would choose another warpgate you have a link to to teleport to. Much like entering a teleporter in game, only moving between conts.
Indeed, it's why they were called warpgates. Players new to the franchise must wonder at this sometimes. The name will make sense at some point.
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