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Old 2012-02-02, 05:14 PM   [Ignore Me] #46
Coreldan
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Re: Spawn Room Interior Image


It's almost sure there is at least 2, and very likely there is third sort of under the stairs that we can't see.
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Old 2012-02-02, 05:15 PM   [Ignore Me] #47
SKYeXile
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Re: Spawn Room Interior Image


you can see the second on partly sticking out under the walkway, there may even be a 3rd under the stairs just right of where the camera is.
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Old 2012-02-02, 06:18 PM   [Ignore Me] #48
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Re: Spawn Room Interior Image


Originally Posted by SniperSteve View Post
*ignoring image* what is with those icons?
The secret is out. The devs are furries.
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Old 2012-02-02, 07:15 PM   [Ignore Me] #49
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Re: Spawn Room Interior Image


Non destructo spawno tubes? Force fields on the spawn doors? I've got that wierd tingling feeling I get when something is being changed... like dejavu in the matrix.

Actually it would be okish if they added more base assault options to overcome it and balanced their effectiveness. That was the thing which griped me about WARs RvR engagements... each keep/fort was a linear battle lag fest each time. Sort of like if the only way to take a PS base was through the backdoor and we just had the lasher spam fest every single time. :P

Was constantly ranting to whoever would listen about the variety of approaches in Planetside, with the gen draining, the equipment terms, the vehicle term, the control room, the front door, the back door, the gal drop... the spawn tubes...and I'm hoping the sexy new bases we've seen glimpses of are going to build on that.

Also, multiple entrances/levels to the room are a simple but great way to spread the conflict to reduce congestion (while still allowing containment with some thought).
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Old 2012-02-02, 07:17 PM   [Ignore Me] #50
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Re: Spawn Room Interior Image


Originally Posted by Raymac View Post
Badgers? We don't need no stinking badgers.
All will fall before (and inside) Dagda!
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-02-02, 07:41 PM   [Ignore Me] #51
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Re: Spawn Room Interior Image


Beautiful.
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Old 2012-02-02, 08:04 PM   [Ignore Me] #52
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Re: Spawn Room Interior Image


It actually looks more colourful than I was expecting. I can see what Nobel means by the City of Heroes comparison. It makes me think of the Cray levels.

My only possible complaint could be that the walls look too busy, but if as someone else said that's just a placeholder texture then even that can't be criticized. Basically it looks awesome.
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Old 2012-02-03, 03:34 AM   [Ignore Me] #53
SuperMorto
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Re: Spawn Room Interior Image


Very colourful and cosy! I'm liking this new spawn room!

Anybody else notice the coloured in mouse pointer bottom right >>>>>>

I only noticed as I left mine it that place hehe!!

Oh and this is my new desktop!

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Old 2012-02-03, 04:23 AM   [Ignore Me] #54
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Re: Spawn Room Interior Image


There's been a cursor in just about every screenie
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Old 2012-02-03, 07:03 AM   [Ignore Me] #55
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Re: Spawn Room Interior Image




is no-one going to comment on the NC trooper in what would appear to be desert camo gear? i assume he is NC because a. he has a yellow stripe, and b. its higby.

will be another deviation from the PS1 allowing us to shoot something other than smurfs and barneys
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Old 2012-02-03, 07:04 AM   [Ignore Me] #56
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Re: Spawn Room Interior Image


Good point!

We have seen TR in some Camo gear but I don't think we have seen any NC in it yet.
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Old 2012-02-03, 08:07 AM   [Ignore Me] #57
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Re: Spawn Room Interior Image


i would like to see some TR in NC camo
it would be lovely to infiltrate like that...

perhaps ps is the only game with enough mess going on you could sneak in unnoticed with some fake uniform...

lol @ "he is a spy!" moments

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Old 2012-02-03, 08:17 AM   [Ignore Me] #58
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Re: Spawn Room Interior Image


It would be logical VS, taking into account their superior technology, to have some kind of adaptable camo, chameleon-like one changing its pattern depending on its surroundings
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Old 2012-02-03, 08:44 AM   [Ignore Me] #59
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Re: Spawn Room Interior Image


Originally Posted by AncientVanu View Post
It would be logical VS, taking into account their superior technology, to have some kind of adaptable camo, chameleon-like one changing its pattern depending on its surroundings

You will still have to pay for it in the cash shop no matter how you want to explain the tech behind it.

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Old 2012-02-03, 08:50 AM   [Ignore Me] #60
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Re: Spawn Room Interior Image


I still really hope some basic camos are available without cash shop. In a game like this, having camo only in cash shop is almost screaming pay2win.
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