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Old 2003-10-27, 02:35 PM   [Ignore Me] #16
Valcron
Master Sergeant
 


Another thing I wanted to address is if the modules do help with base defenses and such.

I'd like to confirm that they definitely do.

The biggest ones that probably have the most effect are the shield module. At first I questioned whether or not this module would be effective or not, but, I realized just how great this thing was when we were being slammed by a Vanu hit.

NO vehicles can drive through the shield. This means you don't have to worry about being plowed.

THe other modules greatly enhance base defenses, I'm dying to see the very first defense of Gunuku.
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Old 2003-10-27, 02:45 PM   [Ignore Me] #17
SERPUS
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sup Val
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Old 2003-10-27, 03:26 PM   [Ignore Me] #18
EarlyDawn
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I guess since all of the testers are describing their main areas of expertise, I'll give mine.

Geography
The caverns are divided into north, and south, usually by a lake or lava stream depending on your cavern. The clusters are everywhere. On the ceiling, in the air, and on the ground. Ziplines indirectly connect just about anything. The ceiling clusters are ideal sniper nests if you have a squad to keep them secure. Some of them have inventory stations, plus one way glass to monitor the ziplines.

All controllable clusters are on the ground. Factionally controlled facilities are given their respective color on the map and radiate the color on the sides of the outer layer of rock. Ceiling clusters and floating clusters are given a pale pink color on the minimap. Unclaimable ground-level clusters are green on the minimap.

Bases
There are three kinds of bases in the caverns.

Stasis Tower- One north and one south. These serve as respawns WITH equipment terminals, plus a teleporter inside, leading to their own roof. This is where you get stasis modules to charge in the core. CC is located on the very top. In certain caverns, you'll have to detour to a different building to hop a zipline to the top, CC half.

Redoubt- Spawn facility WITHOUT equipment terminals. They too have a teleporter to their own roof. This is the default spawn point if your empire controls it. Closer to the North/South divide then the Stasis Tower. Contains several crystals in different areas.

AT Plant- If you respawn at the Redoubt, you'll want to teleport up to it's roof, and grab a zip here. This facility houses several equipment terminals, two aircraft terminals, and one ground vehicle terminal. Can obviously produce Ancient vehicles.

Core- Cannot be controlled. Same shape / color in every cavern. Always floating (AFAIK). Inside consists of four levels overlooking the energy beam. Several teleporters will move you about the structure. Walking into the energy beam sans a stasis module will result in instant and painful death.

Crystals
Red- Health. Make contact to regenerate health.
Black/Silverish- Repairs armor. This includes MAXes. Touch to regenerate.
Yellow- Recharges Ancient weapons. I am unsure as to wether this will reful vehicle capacitors.
Green- Repairs vehicles. I am unaware as to wether or not this crystal will repair human vehicles or refill vehicle capacitors.
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Last edited by EarlyDawn; 2003-10-27 at 03:29 PM.
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Old 2003-10-27, 03:32 PM   [Ignore Me] #19
Indecisive
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yellow does fill up AT vehicles. So does Repair silos, if you have the correct moduel.

Green does repair all vehicles.
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Old 2003-10-27, 05:33 PM   [Ignore Me] #20
AtomicBanana
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http://www.tfusion.net/php/modules.p...view_album.php

Bling Bling! Piccy-tures here Just a quick few I snapped covering all the basics of CC.
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Old 2003-10-27, 06:52 PM   [Ignore Me] #21
TheN00b
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nice pics thx
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