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2003-01-31, 07:10 PM | [Ignore Me] #1 | ||
It just occured to me that these various towers are a great asset to people attacking an enemy-held continent.
The squad/platoon comes in near a tower, and cap it. They now have a place to spawn on this continent. Ditto for "lone wolf" types. Though it does sound like towers need nano-fuel too... though I can't imagine a tower would use it up too fast. Doing something as obvious as making an ANT run doesn't sound like a good way to stay under the radar. |
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2003-01-31, 07:55 PM | [Ignore Me] #4 | ||
It depends, with the towers. In a densely forested terrain, a soldier in a watchtower would not be able to see a group of enemies approaching if said enemies were moving from tree to tree. However, in a more barren landscape, you'd be spotted by someone in a tower extremely quickly, and if they're a sniper and you're an infantryman, you're likely going to die.
On the other side of the coin, with snipers in watchtowers, Infiltrators now have a way to get some free kills when they're in the neighbourhood... |
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2003-01-31, 09:26 PM | [Ignore Me] #6 | ||
First Lieutenant
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My personal opinion is, that whoever controlls the towers, controlls the continent. Then again, this all depends on the drive of opposing force, and what soldiers are fortifying the tower. And for the ANT thing...I think that's a nice gameply add-on but it could get annoying after a while, just the repeditve aspect. I don't know why they'd have the "ANT" system for towers (other than MAYBE Turret towers). Oh well, just another abosticle
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2003-02-01, 12:55 AM | [Ignore Me] #7 | ||
First Sergeant
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SmokeJumper said that no nanites were required for towers.
Thats the same idea I had NapalmEnima. Before I thought they would be neat, but ultimately not very usefull. With the continent lockdowns though they are damn near essential for retaking a continent, or at least a foothold.
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2003-02-01, 03:09 AM | [Ignore Me] #8 | ||||
Private
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Continents serve a number of very important roles. It's funny, because it almost seems as though many of the issues in this letter are direct responses to problems that have been recently raised (on the forums and in some of the previews). One of those problems was the amount of time it takes to get to the action. Gamespy in particular had something very specific to say about this:
The genius of the towers is that they counter this problem in two distinct yet interconnected ways. For one, they make for more "captureable" real-estate. By adding towers, players won't have to travel as far before they find something to fight for. It also makes for a more "causal" mission. If you don't have a whole hour, and just want to play for a quick 20 minutes, you can go fight for towers. But even more important is the towers second function:
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Not all those who wander are lost -JRR Tolkien |
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