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Old 2013-01-04, 11:16 AM   [Ignore Me] #16
p0intman
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Re: Solving the vehicle spam once and for all


Originally Posted by Chowley View Post
Did they ever admit the CU was a fuck up?
Nope, though in my titanic archive, I actually have the original and leaked CURB design and concept documents saved. What was released was about 1/10th of what they wanted to do, apparently.
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Old 2013-01-04, 11:36 AM   [Ignore Me] #17
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Re: Solving the vehicle spam once and for all


Originally Posted by Tooterfish View Post
Despite popular opinion, balance issues are critical and what may appear as an obvious imbalance to you, may just reflect a problem with how you want to play.
Thats all well and good but when i am the one driving the mag or scythe ? I am part of the problem i want to help solve.

I want to know if the game has become what the devs envisaged? Would be great to find out.
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Old 2013-01-04, 11:36 AM   [Ignore Me] #18
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Re: Solving the vehicle spam once and for all


Originally Posted by p0intman View Post
Nope, though in my titanic archive, I actually have the original and leaked CURB design and concept documents saved. What was released was about 1/10th of what they wanted to do, apparently.
bite the CURB.....
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Old 2013-01-04, 12:03 PM   [Ignore Me] #19
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Re: Solving the vehicle spam once and for all


Originally Posted by Canaris View Post
bite the CURB.....
Literally clueless. I assume you mean that in jest.
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Old 2013-01-04, 12:10 PM   [Ignore Me] #20
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Re: Solving the vehicle spam once and for all


Originally Posted by p0intman View Post
Literally clueless. I assume you mean that in jest.
aye just a little joke about what the CU did to SWG
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Old 2013-01-04, 12:36 PM   [Ignore Me] #21
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Re: Solving the vehicle spam once and for all


Originally Posted by PredatorFour View Post
Thats all well and good but when i am the one driving the mag or scythe ? I am part of the problem i want to help solve.

I want to know if the game has become what the devs envisaged? Would be great to find out.
As a player it's your duty to crush your opponents with every method allowed in the game.

If any twat say that you're a part of a problem because you use a weapon or a vehicle they don't like they are a bunch of noobs that need to learn to play the game or get the fuck out.
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Old 2013-01-04, 01:01 PM   [Ignore Me] #22
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Re: Solving the vehicle spam once and for all


Originally Posted by Sunrock View Post
As a player it's your duty to crush your opponents with every method allowed in the game.

If any twat say that you're a part of a problem because you use a weapon or a vehicle they don't like they are a bunch of noobs that need to learn to play the game or get the fuck out.
You just dont get it. Your views don`t seem to be relevent to the thread so far.
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Old 2013-01-04, 01:40 PM   [Ignore Me] #23
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Re: Solving the vehicle spam once and for all


Originally Posted by PredatorFour View Post
You just dont get it. Your views don`t seem to be relevent to the thread so far.
What do I don't get? That on every forum for any online game you have 101 noobs that QQ in 101 threads over some one killed them? No I got that part. I been playing games online the last 18 years and I seen it before.
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Old 2013-01-04, 02:32 PM   [Ignore Me] #24
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Re: Solving the vehicle spam once and for all


To be honest, I feel dedicated MBT drivers / gunners would help stop vehicle spam as an alternative to not having a cert cap with vehicles which require certifications to use. If we can't have dedicated drivers, the driver shouldn't control the MBT primary cannon but rather a fixed machine gun of some sort. IE ground liberator
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Old 2013-01-04, 04:51 PM   [Ignore Me] #25
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Re: Solving the vehicle spam once and for all


MBT's dedicated driver/gunner,
Buff AA
Redesign bases/towers to actually be defendable, spawn areas should be away from vehicle spam, not solo buildings that can be surrounded by tanks
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Old 2013-01-04, 07:52 PM   [Ignore Me] #26
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Re: Solving the vehicle spam once and for all


Vehicle spam is a result of base design and nothing else. The driver gunner argument for tanks is irrelevant considering damn near every vehicle in the game can steam roll infantry in numbers so making that change does not have any significant impact on vehicle spam other than to push people more towards using lightnings, ESF, and libs. All of which farm infantry just as well as an MBT.

The reason for vehicle spam is because there are few places that they cant be effective at. Aside from biolabs and a few outposts like the crown there is no where infantry can go to get away from vehicles. Most building have multiple doors and windows that allow vehicles to shoot through them. The hard spawns are exposed to vehicles. And most outposts don't even have walls. Until you have more areas inaccessible to vehicles that promote infantry combat you will continue to have roaming armor zergs because the current base designs allows you to partake in capping bases without ever leaving your vehicle.
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Old 2013-01-04, 08:02 PM   [Ignore Me] #27
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Re: Solving the vehicle spam once and for all


Give engineers access to 20 anti tank mines. Ai anti air turrets. Etc.
Enable ai on base turrets to fire on air and land vehicles moving at a certain velocity.

As it was in the original planetside.

Also make turrets operable when repaired to half health from broken, as it was in planetside.. so much makes these base turrets a waste of time.
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Old 2013-01-04, 08:02 PM   [Ignore Me] #28
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Re: Solving the vehicle spam once and for all


Originally Posted by Sunrock View Post
What do I don't get? That on every forum for any online game you have 101 noobs that QQ in 101 threads over some one killed them? No I got that part. I been playing games online the last 18 years and I seen it before.
Actually, that is your problem: you assume every complaint is a qq to you, valid or not, you stopped caring for anything by default.


For the record driver=/=gunner is a vehicle quality buff and only a nerf in frequency of acquisition. You simply don't know what the hell you are talking about since you don't know any other situation than the current implementation as it is copied from your old game series.
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Old 2013-01-05, 06:23 AM   [Ignore Me] #29
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Re: Solving the vehicle spam once and for all


its not just AA ythat needs a buff but AV too if smedly doesnt have the balls to admit that making the main driver in a tank the main gunner was a mistake and they will fix it then the only way is to make those vehicle easier to kill from an infantry point because you see time after time a mass of vehicles heading from base to base and camping the spawns

all bases need redesigning to allow for some kind of a defence to be done atm its instagib city as soon as the first 3 tanks and sundy arrives - you maybe able to hold those for a few minutes then the rest of the tanks roll in and you get pushed into the spawn room by tank spam and mossie rockets base is lost - its far to easy to take territory bases have been designed so badly that if they were inrl the designers would have been shot for allowing the enemy such easy access to all the vital elements of the base.

vehicle spam and base defence are the 2 elements i think need addressing Now not after the next cont comes out and some meta game - if you cant defend a tech plant/amp station then you will never encourage the zergs to go head to head and allow smaller outfits to do prep work spec ops etc. atm its just nc zerg goes left - tr zerg goes right and vs zerg up the middle and they wont meet and if they do they soon move away from eachother.

ps1 allowed for the zergs to meet and bang heads for days (laka anyone ) yes it was a little annoying finding yourself at the same front line days after you were there the last time but it was more intersting then the spin dryer effect we have atm when its race around the map capping quicker then the other guy move to next cont and repeat go back to first map do it again gotr to 3rd map do it there.
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Old 2013-01-05, 07:30 AM   [Ignore Me] #30
Figment
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Re: Solving the vehicle spam once and for all


AV doesn't need a buff if there's less vehicles out there (even if per piece they'd be stronger, it's the sheer amount of missiles you need to send out and the amount of instakill shells being fired back) and engineers couldn't repair unlimitedly.

If you'd have to fire 1.5x MORE missiles PER TANK, while there'd be 3x LESS TANKS, which fire 1.5x to 3x LESS ROUNDS (depending on two or three crew per vehicle), you actually buff infantry, do not buff or nerf AV, remove heavy solo tanks and buff crewed tanks a little and infantry would still be better off than they are now.


And yeah, I'd say Lightning HE shells should do pretty much half damage to what they do now, they'd still be much better at killing infantry than HEAT and AP rounds.

Last edited by Figment; 2013-01-05 at 07:32 AM.
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