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2003-12-13, 02:54 PM | [Ignore Me] #1 | ||
First Sergeant
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Right now, it seems each individual module isn't really worth much. It isn't worth the effort heading all the way into the caverns to pick up a module, charge it, then head all the way back to a surface base to install it; much less worth the effort for another team to try to stop the module runner. So what if they combined the 6 modules into 3 or so?
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2003-12-13, 10:41 PM | [Ignore Me] #3 | ||
Lieutenant Colonel
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Well, with the LL incentive, Modules DO become increasingly more powerful. But it's just like any base incentive, where they can be cut off by cutting the link. To be honest, now that mods can be turned off by a hack, they are not all that useful.
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2003-12-13, 11:32 PM | [Ignore Me] #4 | ||
Master Sergeant
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I agree with you on that. I don't have Core Combat so its not like I'm the one who has to hoof it down to pick up the mods and bring em back. Do you get exp for doing it? If you dont it kinda seems like a selfless act.
Vehicle mod. Ok you pay money for the expansion to use these new vehicles... but they arent standard... you have to go get a mod bring it to a base to even get them. Thats kinda alot of work for stuff you wont use on a standard basis. Shield mod is cool but its only on the wall gates. There are generally only 2 of these per base. What if the shield was a dome over the whole facility? Kinda overpowering the defense but would still protect you from a libby flying over and blowing the hell out of your defenses. Pain mods... um.. i dont remember these becoming a huge problem in my short experience in PS yet. Speed mod. I love this mod, since im still new and i die alot... (due to the frequency of your death your spawn time has increased 5 seconds) damnit!!! Nice but not critical. Health mod. Um... ok so now i have 120 hp instead of 100 and i regen HP naturally. Nice but not critical. Equipment mod. Same as vehicle mod. who uses AT weapons? I think ive seen one malestrom once but thats about it. Consolidating these would be an awesome idea IMO. |
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2003-12-14, 02:41 AM | [Ignore Me] #6 | |||
Major
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Bad idea. as it is, less than a single squad can extract all six modules in less than 10-15 minuites. To do this it gets more significant forces into the caverns, which would attract further forces to counter. What you suggest would see more of the ass hole infils i hate so much pulling out whatever they please unhindered.
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2003-12-14, 03:09 PM | [Ignore Me] #8 | ||
Lieutenant Colonel
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Chaaos since you are still new to PS ill tell you that the equipment module doesnt just let you get your AT stuff it shortens the time for you to get a MAX and that goes the same with veh mod as well it shortens the time for vehs as well
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2003-12-14, 03:22 PM | [Ignore Me] #9 | ||||
Master Sergeant
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2003-12-14, 07:28 PM | [Ignore Me] #12 | |||
Major
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Have you been in the caverns? The cloakers foot speed and longer surge capabilites + ziplines make him a hard man to catch up with. Combined with the fact to get away from anyone you just jump off the nearest cliff, the cloaker is one of the best module extractors. All he has o do is make it to the geowarp, and call for a pickup.
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2003-12-14, 11:12 PM | [Ignore Me] #14 | ||
Lieutenant Colonel
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Fuck, in Core, you'll get Infiltrators who will go to a cavern, and just sit there and wait, till a NME comes along, then they will try to wreck havok. Personally, I couldn't just sit in one place for hours on end, just waiting for an NME to drop by and say hi.
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