Friday Night Ops, Tunnels and SMGS Feb 1 - PlanetSide Universe
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Old 2013-02-02, 05:38 AM   [Ignore Me] #21
Figment
Lieutenant General
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Shuuda View Post
Talk about moving the goal posts, you guys:

"We want tunnels out of the spawn rooms!"

"Here you go."

"No! You've got to put the SCU and Generators in them, and let there be massive fights! This sucks! The developers NEVER LISTEN!"
Looks like you havn't been listening since pre-alpha either.

We have gone into some excruciating detail at times summing up the problems with getting into situations you can't judge before you get out into a firing squad situation. That goes for anti-grav lifts, teleporters, drops out of spawns and more.



We have posted many times over where a SCU should be located, that the CC should always be reachable by indoors without vehicles interfering, infantry bufferzone meaning an decent area where spawning infantry can only be engaged by other spawning infantry.

I'm not sure how many times it has been requested for the love of humanity to put the spawns into the main base and underground into a bunker complex that could only be camped and rooted out by infantry. Probably a few million times.


How hard can it be to see a new camp area when you create one?

How hard can it be to realise these tunnels, implemented as they are now, will be an inefficient variant on teleporters?


Hell, there even were sarcastic postings that they didn't hope the tunnels would be long straight lines, literal tunnels, "because that sounds like something SOE would do".

And you somehow missed all the months of constructive critique and just read "tunnels" and then complain nobody ever said something about the how? Wow.




You know, when people don't say "don't put anti-grav elevators at the end, it is because people expect that to be common sense in that they would get camped. When people comment the courtyard is too big as is and logistical lines for defenders too long, as is, then a long tunnel isn't exactly what we seem to be asking for, now is it?


Nobody asked for defender only tunnels as far as I'm aware of. "Attacker tunnels" sound like the opposite of this. Yet one of the main complaints is that attackers can camp too easily. What does this do? It creates a slower, more campable version of the Sunderer in a vehicle bay. That is all. Sorry if you are surprised we are surprised.

Maybe we have too much experience to see such things as common sense...


It makes me become quite desperate though.


I did see some improvements to the tower, so let's hope that at least accounts for something.
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