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Old 2003-11-10, 08:05 PM   [Ignore Me] #1
Hamma
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Lightbulb Core Combat Changes


http://www.planetside-universe.com/index.php?newsid=635
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Old 2003-11-10, 08:17 PM   [Ignore Me] #2
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All cavern Geowarps and Lattice Links will connect to the surface continents, instead of other caverns. Each cavern geowarp will now randomly connect to a unique continent geowarp. No two geowarps in any cavern will connect to the same continent. Additionally, geowarp connections will be prioritized so that connection to locked continents will occur less frequently. This means that eight continents now connect to the two caverns that are active at any given time. There should be many more points of access now.
This still isnt going to force fights into the caverns. Nobody really cares anymore. I've been in a cavern twice since CC's release, simply because other times it didnt make sense to go down to a unpopulated cavern, which is all of them. First of all caverns are usually on locked conts, which though this "randomness" will help, it wont fix it. And second, there is no reason to even bother with modules, because the second you take/lose/defend a base, you leave, and the "module killers" come in, grap them real quick, and dash for the water. I bought CC to support SOE, but I now realize SOE dont give a damn about the quality of their product, just the quanity of their bank account. If I could get my money back, I'd jump on the chance.
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Old 2003-11-10, 08:26 PM   [Ignore Me] #3
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Equipment Terminals will be placed in Redoubt Buildings.
That is enough to get me into the core, I hate being stuck in spawn gear.
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Old 2003-11-10, 08:31 PM   [Ignore Me] #4
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Sounds solid.
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Old 2003-11-10, 08:42 PM   [Ignore Me] #5
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Originally Posted by keaoi
And second, there is no reason to even bother with modules, because the second you take/lose/defend a base, you leave, and the "module killers" come in, grap them real quick, and dash for the water. .

I've only seen the VS do this.


Just STEAL the damn things! You're all supposed to be smart!
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Old 2003-11-10, 10:00 PM   [Ignore Me] #6
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How do you steal a mod and get it across the whole continent without having a zillion reavers on your ass? Much easier to destroy it. If I can't have it, no one can!
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Old 2003-11-11, 12:18 AM   [Ignore Me] #7
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At least they are trying to get people down there, but I don't see how that will work either... I went down in a cave today and actually saw 3 NC people down there. There was a very minor skirmish, which left me wondering why I was down there in the first place.

My idea before was to stop this whole rotating open cave business, and have one central continent with one cave for all the realms to fight over. Also change modules somehow to stay down in the caves. Give people a reason to go down there, and actually stay down there and maybe attack and defend like on the surface.
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Old 2003-11-11, 05:15 AM   [Ignore Me] #8
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Sounds to me like these changes are meant to add more Lattice Links for Invaders.
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Old 2003-11-11, 05:20 AM   [Ignore Me] #9
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Originally Posted by Rayder
How do you steal a mod and get it across the whole continent without having a zillion reavers on your ass?
Pretty easy, you drop the mod, hopefully tehy will stop for it and run away.....and then kill you.
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Old 2003-11-11, 09:45 AM   [Ignore Me] #10
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Looks like some good changes. At least the Devs know how serious this problem is and is trying to do something about it. I personally have fought like 2 battles since CC went live.
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Old 2003-11-11, 02:06 PM   [Ignore Me] #11
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The 3.5hr timer on the modules will reduce the amount of mod theivery runamok. Because they simply won't last long enough.

The 3.5hr timer will also increase the neccesity to go to the caverns and get mods and not depend on a mod being there for 2 days straight.

The flb nature of the mods now actually makes them worth while. You can put them in your bases and get the benefits of them at all bases. People will feel the neccesity to defend the mods (since they now get the benefit of them in bases far far away).

All in all people are going to be forced into the caverns now if they want the mods. People are going to be defending the mods now that they get benefits cont wide. The mods will not last long enough to make people able to run to other continents to steal them. Best improvment to CC since release (since beta!).
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Old 2003-11-11, 03:35 PM   [Ignore Me] #12
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Contrary to what alot of people believe, I truly think this will increase fighting in the caverns. Like pengy said, it will be easier to go get a new mod from the cavern than stealing one, and the timer will force repeat visits. Also consider that people will be much more willing to go defend a cavern/get a module than they currently are willing to defend an empty base from mod stealers. It's a centralized place to get mods, so that effectively means more people in one place, instead of all those people spread across X number of bases trying to steal mods. So after thing get settled in after the patch a bit, I think caverns will finally be a viable place for a fun fight, and I'm pretty stoked about it!

Also, the flb benefits are going to be really cool. I think you'll see the zerg splitting up more often, as there will be more to do than just trying to cap the next base. Special ops missions will be more important, to take down links to mods. And this will in turn force a little bit of defense at these back-modded bases, which could turn into some fun squad vs. squad battles. Good stuff!
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Old 2003-11-11, 04:06 PM   [Ignore Me] #13
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I'm willing to keep an open mind, but I just don't like fighting in the caverns. I can't even put my finger on exactly why.

I love fighting topside. I think it's great.

Maybe these changes will be for the good, but from what I've seen in the last couple of days of the beta test and during the free trial there's no way in the world I'm going to cough up the cash.
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Old 2003-11-11, 04:49 PM   [Ignore Me] #14
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If modules were so great, people wouldn't need to conduct long debate over them. I for one think the manpower could best be used topside instead of gimping around in the caverns while the upper bases are lost and the modules tossed in the drink. In most games, if a weapon or vehicle requires special conditions to become available, it's more powerful to compensate. The CC weapons and vehicles are bland, and in some cases less powerful. Give me a Jackhammer or Lasher over a Maelstrom any day. Give me a Thumper or Rocklet Rifle over a Radiator. Yah, the Spiker is neat, granted. The ATV is nothing special, the Flail is flawed in its conception, and the Router is decent. Basically, a mixed bag. Who wants to pay $30 for a mixed bag when they can get Call of Duty instead (a quick example of a badassed game).

CC needs major changes. As it is, it's a running joke and in danger of dragging the game down as potential new players realize they must buy it or risk not being competitive. I hope SOE gives the devs the authority to stand up and fix it, cause it's busted. Core Combat doesn't offer any radically new gameplay elements. Every module can be overcome with ease, or tossed in a lake.

Don't get me wrong, I'm a die-hard PS fan and loyal minion of the Terran Republic, but I can't look my troops in the face and suggest going to the caverns; they'll tell me to get lost. I suspect it's the same for a lot of players.
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