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2013-01-05, 08:24 AM | [Ignore Me] #4 | ||
Lieutenant General
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There's no downside to it:
- You get experience points if they're enemy - You deny enemy usage if they're friendly - You can spawn in any suit you want aside from MAXes, so dieing is equally if not more effective at times to get back in with a new suit - AMSes have terms too, so attackers don't really need them - You don't need them after spawning to grab a basic suit, just only need it for resupplies without an engineer ammo pack - The base does not lose energy (PS1: NTU) till it drains and turns neutral The only downsides: - Need someone in engineering suit to repair once you hold a base (...provides exp too) - Can't grab new utility equipment as quickly if it is actually nearby for once - Can't grab resupplies without engineer if it's a friendly term - Can't grab vehicles without engineer if it's a friendly term - Can't use infiltrator to turn term and grab resupplies without enemy engineer if it's an enemy term - Can't use infiltrator to turn term and grab vehicles without enemy engineer if it's an enemy term But the downsides are actually plusses from the opposite point of view, so that balances itself out. |
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2013-01-05, 09:31 AM | [Ignore Me] #5 | ||
Private
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In Consortium it's a tactical thing, one of our rules is never blow up Terminals and anyone in our outfit caught doing it gets verbally abused, if you're close enough to shoot it, the squad infiltrator is close enough to hack it.
In saying that situational things like defending towers, attackers will secure the bottom floor and spawn a Sunderer from a hacked terminal, if defending it's often advantageous to blow up the terminals making defence easier. |
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