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PSU: The Magrider would need one big power outlet!
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2012-01-18, 10:50 PM | [Ignore Me] #46 | |||
Private
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Meaning, if the enemy found out where the galaxy is, that doesnt mean its going to be destroyed within 30 seconds... An ensuing interesting battle where the galaxy may escape would be preferred. |
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2012-01-18, 10:54 PM | [Ignore Me] #47 | |||
Colonel
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2012-01-18, 10:56 PM | [Ignore Me] #48 | ||
First Sergeant
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Now...
Take the Galaxy as we now know ... 1) Keep gunner positions 2) Remove additional squad capacity; Replace with undercarriage for suspending a vehicle 3) Remove spawn tubes / equipment terms; Replace with vehicle repair / rearm station Now you have a wicked GAL variant (maybe real high in the GAL skill tree?) that can replace the Loadstar. |
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2012-01-18, 11:13 PM | [Ignore Me] #50 | ||
Lieutenant Colonel
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Interesting, I was really worried about how they where going to do spawning with the AMS being out of the game. But after reading this I feel a lot better about it. I'm really happy they limited spawning on the galaxy to only while its deployed and on the ground. My only fear is that this thing is gonna be Reaver bait unless they give it some sort of a cloaking field like the AMS had. I can't wait to check it out in the beta.
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2012-01-18, 11:20 PM | [Ignore Me] #51 | |||
Major General
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also there is the possibility of a engineer to lay cloak bubbles still. |
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2012-01-18, 11:40 PM | [Ignore Me] #53 | ||
Lieutenant Colonel
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I think dropping the ability to spawn troops on the move is a shame. I was looking forward to having hot dropping be a primary spawn method. Would have been an interesting sight, to say the least. Maybe it'll show up in a highly specialized variant. . .
I had not considered that interpretation, but I see what you mean. Probably a good question to bother them with on twitter. |
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2012-01-18, 11:43 PM | [Ignore Me] #54 | |||
Major General
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2012-01-19, 12:16 AM | [Ignore Me] #55 | |||
First Lieutenant
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I'm very interested to see what they do to make the vehicle work if its not a simple cloak. Personally, i think it would be cool if it didnt cloak but had other interesting and unique methods to survive and that the sunderer had some loadout that would give it the AMS functionality too plus cloaking, but maybe with a longer spawn timer and less features, aka no flight, no weapons, no rearm, far less armor, or whatever. Lots of choice, where everything is useful with ups and downs to each, thats what would make the game work the best.
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Waiting for the return of the superior, real PS style teamwork oriented vehicles with drivers not gunning, and in fixed vehicle slots so we can once again have real, epic, vehicle battles where the tanks actually move in combat rather than a silly 1700's era line up and shoot. Last edited by BorisBlade; 2012-01-19 at 12:18 AM. |
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2012-01-19, 12:19 AM | [Ignore Me] #56 | ||
Lieutenant Colonel
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They could do the same thing in PS1 but we had engineers and I do not see people complaining about the AMS.
Unless in PS2 vehicles have paper and engineers repair is OP, it could end up being ok. It's hard to tell right now. |
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2012-01-19, 01:00 AM | [Ignore Me] #59 | |||
Staff Sergeant
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Kind of hate the fact that they took out the AMS. I liked the idea of making a fix location a spawning point.
Whats to stop 100 people flying these in, with unlimited amounts of spawning abilities? I fear the defenders will always be the losers in a fight, due to non-stop spawning action at random locations.
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I'm a self proclaimed number one critic of Planetside.
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2012-01-19, 01:03 AM | [Ignore Me] #60 | ||
Lieutenant General
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So for Planetside 2 the mobile spawn point has..
lost a cloak bubble (assumption) gained "static defense" while deployed gained more maneuverability gained more armor It's really just a better support vehicle over all. Someone mentioned it can get to places ground vehicles can't, that's huge. Not only can it change locations a lot quicker then an AMS, it can bring 12 people to deploy instantly on arrival, or at another location on the way. It gives something the Gal pilot and gunners something to do after dropping a squad off. There's a lot more tactical scenarios that could come up. What I really want to know, is what those two little sensor-like objects are under the nose. I've suspected the Galaxy would have support options wile flying, like radar, jamming, some command options, I'd love for them to repair air vehicles in flight. Maybe one of those is a camera for a gunner, all he does is laze targets and fires a missile.
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Last edited by Lonehunter; 2012-01-19 at 01:06 AM. |
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