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View Poll Results: Do you feel that taking out the gens should no longer disable facility link benefits?
Yes I agree, taking out the gens should not disable link benefits. 10 23.26%
No I disagree, taking out the gens should disable link benefits. 33 76.74%
Voters: 43. You may not vote on this poll

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Old 2003-11-05, 05:23 PM   [Ignore Me] #16
FireZ
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Originally Posted by Veteran
Using health kits and Decimators, one man can endure the pain field long enough to blow the generator and then steal the pain module.

edit: Maybe if you had to hack each module with a REK and it took roughly as long as hacking a tower, things would be better. Just a thought.

yah...lets see you live long enough to hack a tower under constant pain.....it would make pain modules impossible.

Its fine the way it is. That is why we have CR5's to direct traffic according to fix this stuff.

Bottom line here is.....how can a facility provide you with its perks when it's not powered to provide itself with the perks??
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Old 2003-11-05, 05:23 PM   [Ignore Me] #17
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What if they added a second IFF to the gen room door. Set it up so that they must be hacked simultaniously.

Hacker 1 can start hack on the left panel. A message would pop-up "Waiting for second hack to begin." Hacker 2 starts to hack the right panel. If one is advanced and the other isn't, both will hack at the speed of the slowest hacker.


*Edit: Hmm, maybe this should be done for all external doors and the spawn room doors too. While they're at it, they need to add IFF's to the courtyard staircase doors.
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Old 2003-11-05, 05:30 PM   [Ignore Me] #18
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A dedicated healer could be required... What's wrong with that?
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Old 2003-11-05, 05:30 PM   [Ignore Me] #19
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I was thinking something similar actualy, what if blowing the gens killed spawns everything else as normal, but to stop the link benefits you must hack that terminal in the gen room and keep hacking on it to keep the benifits disabled.
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Old 2003-11-05, 05:32 PM   [Ignore Me] #20
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they could extend the pain field into the hallway (for the upstairs gens) and the part right ourside (for the downstairs gens), but i like the dual IFF pads idea
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Old 2003-11-05, 05:34 PM   [Ignore Me] #21
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Firez, how does a facility a hundred miles away provide you with perks depending on just the arbitrary lay out of the latice. I mean think about it, if this is a factory doesnt it assemble and then send off its product even if its just crates of nanites, so "realisticly" speaking, the second you kill a techplants gen it sohuldnt kill the vehicle abilities there should a warning and some grace period where you use established supplies.

In other words we cant really ride the realism bus in planetside. If we do we shouldnt ride it half way i.e. you can disrupt supply lines but theres no one to defend said supply lines.
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Old 2003-11-05, 05:36 PM   [Ignore Me] #22
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I whould like to see pain module changed to "death module" i.e. you walk into the room and promptly die. In essence this whould give you a good way to prvent spawn camping and protect the gens and modules. TO balance it they'd have to change it so it no longer affects the CC.
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Old 2003-11-05, 05:49 PM   [Ignore Me] #23
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1)no....planetside isn't realistic...but it does tend to try to make sense. The lattice links were put there to prevent all the retarted base drops to the enemy all over by "single man army's".

2)The link beni's where put in to place to spread out the zerg and to make it worth defending bases. Trust me. if you stay at your only tech plant when there is opposition on your continent you WILL have plenty of oppositions. Dragon Wolves do it all the time.

3)If you take away the abitily for anyone to singly be able to do anything then you force people to join outfits that just want to play.

It is retarted to take this stuff away. Besides lately it has been hard for spec ops with modules spreading people out anyways.


-EDIT-

Originally Posted by Doppler
I whould like to see pain module changed to "death module" i.e. you walk into the room and promptly die. In essence this whould give you a good way to prvent spawn camping and protect the gens and modules. TO balance it they'd have to change it so it no longer affects the CC
pain modules were put in to cause this. you realize that if you have spawncampers in a base that is hacked but the gens are very well defended(that has pain). If you resecure the base then all the spawn campers are dead. Because if you havent noticed....PAIN HURTS!!

Last edited by FireZ; 2003-11-05 at 05:53 PM.
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Old 2003-11-05, 05:50 PM   [Ignore Me] #24
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No no no, the pain module is quite a pain in the ass. I defy any one player to disable a gen and snatch the pain module no matter how many freaking med kits he has it is impossible.

For us to pull it off earlier today, we had an AMS and a harasser pulled into the courtyard. We had 2 medics and 2 combat engineers (one guy was a medic and CE) and it involved running into the gen, laying a boomer, running out with less than 30 health left to be healed and blowing the boomer, repeat. It takes 8 boomers to blow a gen, so it took a while and by the time we finally had it knocked out there were 3-5 enemies entering the courtyard and we had to book it out of there in a hurry.

It only requires one engineer to repair a generator, just as it only requires one engineer to blow it if it is undefended. If you think it is too easy to recall and HART to blow gens, then recall and HART to repair them. Not too mind-boggling of a strategy now is it?
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Old 2003-11-05, 05:55 PM   [Ignore Me] #25
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Originally Posted by Jagd
No no no, the pain module is quite a pain in the ass. I defy any one player to disable a gen and snatch the pain module no matter how many freaking med kits he has it is impossible.
I'm with ya. But I have single handedly taken a pain module out of a base. But if just 1 person shows up then its over.
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Old 2003-11-05, 06:01 PM   [Ignore Me] #26
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A rexo Special Assault/Medic can easily do it... I've gotten the generator one Decimator from death even without Medical, but if I had it...

Fire Decimator rounds while consuming health kits...
Leave, heal with Medical Applicator.
Return, fire last Decimator, run out and heal while gen blows, run back in and grab pain module.

This is making me want Medical.
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Old 2003-11-05, 06:05 PM   [Ignore Me] #27
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Originally Posted by Veteran
A rexo Special Assault/Medic can easily do it... I've gotten the generator one Decimator from death even without Medical, but if I had it...

Fire Decimator rounds while consuming health kits...
Leave, heal with Medical Applicator.
Return, fire last Decimator, run out and heal while gen blows, run back in and grab pain module.

This is making me want Medical.
I have done it several times without medical....it does definitly rule out the boomers methode though...It take 11 decimaters to take out a gen.

A single guy can do it...you just gotta know the means how. Its just very hard .
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Old 2003-11-05, 06:36 PM   [Ignore Me] #28
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Ok so maybe it is possible for 1 person to do it, but extremely difficult. And as has been agreed, if even a single defender shows up the plan is off. So what is wrong with this? I mean you need to be a medic with special assault or a pack full of boomers, and you gotta be dedicated to get it done. If you are careless and die (or are attacked and take one stray bullet and die) you are screwed, unless you had the foresight to bring an AMS (like I always do). So anyways, it is by no means a cakewalk as people seem to think so why does it need nerfing?

I think the poll speaks for itself though, I guess it's a moot point.
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Old 2003-11-05, 06:39 PM   [Ignore Me] #29
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Yes, they've certainly spoken on the subject of link benefits, but the question of whether generators are too easy to destroy might inspire a follow-up poll perhaps.
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Old 2003-11-05, 07:07 PM   [Ignore Me] #30
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I don't think it should be changed, it requires empires to take care of their bases and adds to the strategy. Without it, bases would not be as important.
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