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Old 2012-06-02, 09:46 PM   [Ignore Me] #16
Envenom
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Re: How do the devs feel about "hard to reach" places?


Originally Posted by SKYeXile View Post
Yea bro, i hear you need prone to hide your body, look at my prone tank:

E for effort.
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Old 2012-06-02, 09:48 PM   [Ignore Me] #17
SKYeXile
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Re: How do the devs feel about "hard to reach" places?


Originally Posted by Envenom View Post
E for effort.
I like how you think im trolling,

HIDE MY BODY WITHOUT PRONE??!?! BUT, BUT HOW?!?!
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Old 2012-06-02, 09:49 PM   [Ignore Me] #18
Envenom
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Re: How do the devs feel about "hard to reach" places?


Originally Posted by SKYeXile View Post
I like how you think im trolling,

HIDE MY BODY WITHOUT PRONE??!?! BUT, BUT HOW?!?!
There ya go bro. Now you're seeing it my way.
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Old 2012-06-02, 09:55 PM   [Ignore Me] #19
Purple
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Re: How do the devs feel about "hard to reach" places?


a sniper will be able to get just about anywhere if they get a ride from a lib or gal. however if they are on top of the tower its ez picking for all air units.
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Old 2012-06-02, 10:16 PM   [Ignore Me] #20
bullet
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Re: How do the devs feel about "hard to reach" places?


I don't see this as a concern in PS2. Other modern games you are pitted in an area so theres generally little to no flanking opportunities and no cloakers. Trust me, there are people who love sneaking up on those camping snipers and blowing their ass off or stabbing them in the face. If that doesnt happen, the other factions have snipers, the other factions have air, and we also have other routes.
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Old 2012-06-02, 10:25 PM   [Ignore Me] #21
DirtyBird
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Re: How do the devs feel about "hard to reach" places?


I think with the sheer size of the game it wont be an issue.
There are so many counter measures available.
I hope they get some muzzle flash at night tho.
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Old 2012-06-02, 10:34 PM   [Ignore Me] #22
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Re: How do the devs feel about "hard to reach" places?


Originally Posted by Envenom View Post
Legitimate tactic. Man up.
I think you misunderstood my post. I completely feel that being ANYWHERE in the map is legit.

I'm curious as to the dev's stance on the subject.

Aside from BF3 and heavy ruleset servers, I've played other games where people freak out about all kinds of oddities. If the game allows it, its golden IMO.

Wow this whole thing got off topic quick.

Last edited by AirFell; 2012-06-02 at 10:38 PM.
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Old 2012-06-02, 10:42 PM   [Ignore Me] #23
bullet
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Re: How do the devs feel about "hard to reach" places?


Originally Posted by AirFell View Post
I think you misunderstood my post. I completely feel that being ANYWHERE in the map is legit.

I'm curious as to the dev's stance on the subject.

Aside from BF3 and heavy ruleset servers, I've played other games where people freak out about all kinds of oddities. If the game allows it, its golden IMO.

Wow this whole thing got off topic quick.
I guess no one can respond to your question then but the devs. Thread finished. GG guys.
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Old 2012-06-02, 10:46 PM   [Ignore Me] #24
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Re: How do the devs feel about "hard to reach" places?


Originally Posted by bullet View Post
I guess no one can respond to your question then but the devs. Thread finished. GG guys.
Thanks for being more understanding.
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Old 2012-06-02, 10:55 PM   [Ignore Me] #25
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Re: How do the devs feel about "hard to reach" places?


Can't say I'm worried about snipers in "hard to reach" places. Ready the explosives men!

Pic is an edited screen cap from #Planetside 2 - Dual Commentary Livestream with Matt Higby and TotalBiscuit#

And if there's lots of AA you could always hit & run.

In terms of Devs, anything that did not move/rotate was a legit area to occupy in PS (partially the engine, partially to prevent ppl from surfing on air/ground vehicles), I doubt that will change in PS2, though the new bailing & billing fopr aircraft may mean encourage snipers to land the plane one side of a cliff/rock/tower/tree and shooting from another.

Last edited by IMMentat; 2012-06-02 at 11:02 PM.
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Old 2012-06-02, 11:25 PM   [Ignore Me] #26
Zekeen
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Re: How do the devs feel about "hard to reach" places?


Galaxy dropship - you can get anywhere. Jetpacks also assist this. Then there's the idea of gliding jetpacks, dropped from up high for tactical insertion.

You can stand on that tower and shoot people all you want. It's all game, and transporters are the ones who get ya there!
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Old 2012-06-02, 11:32 PM   [Ignore Me] #27
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Re: How do the devs feel about "hard to reach" places?


We'll have to see just how long battles play out... snipers may not like using a one time use air vehicle (ejector seat required for certing as well!) to get up on a building that may be useful for a half hour... A flash driven to the enemy's flank can be a great way of escaping in time. (Air vehicle problems with a flash? Find some overhead cover, or the crest of a hill!)

It'll be fine, there's no saying this will be ridiculous, but... the cost might make it less frequent than you may think.
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Old 2012-06-03, 11:28 AM   [Ignore Me] #28
Hamma
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Re: How do the devs feel about "hard to reach" places?


There are very few "Out of bounds" type places in a game like PlanetSide since the entire continent is playable. You can't really think of it in terms of a round based shooter with a confined map.

That being said I am sure players will find their way into one or two "Unintended" places due to bugs or something.
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Old 2012-06-03, 11:39 AM   [Ignore Me] #29
wraithverge
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Re: How do the devs feel about "hard to reach" places?


I have a backscratcher for that IRL, I have a liberator for that in game.
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Old 2012-06-03, 12:10 PM   [Ignore Me] #30
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Re: How do the devs feel about "hard to reach" places?


I personally would instantly ban anyone who uses MAV-ride-kinda exploits.

That said, its different in PS2 cos there are no "maps without aircrafts". I played a lot of Grand Bazaar and I simply TKed every single friendly who I noticed trying to MAV themselves up somewhere where they arnt suppose to be.
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