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PSU: OMG. OMFNG. HES IS SO CHEATING!
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2012-03-06, 07:20 PM | [Ignore Me] #1 | ||
Private
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i'm wondering what all things will engs have to deploy/use? i read someone saying that there will be NO spitfires ingame. with vehicles being able to equip anti-mine armor underneth, limiting the effectiveness of said mines, if we don't have our spitfires n junk just WTH do we do, start pole dancing as pro cannon fodder?! motion detectors also cut from game?
i L-O-V-E-D being an eng in PS1...but from what i've read so far i'm very very sad now...plz some1 have good news for me. |
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2012-03-06, 08:15 PM | [Ignore Me] #6 | ||
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I'm hoping for deployable anti-vehicle walls that aren't ugly and limited to 2-per-area like PS1 TRAP's.
Ammo stations that don't take 10 minutes to build and 10 seconds to destroy. Turrets that don't have to be built a mile away from the facilities where people actually fight. So much poorly implemented engineering in PS1... |
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2012-03-06, 08:20 PM | [Ignore Me] #7 | |||
Sergeant
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2012-03-06, 09:07 PM | [Ignore Me] #8 | |||
Second Lieutenant
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yep. Maybe shield rechargers for the zerglings in lieu of repair armour? |
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2012-03-06, 10:53 PM | [Ignore Me] #10 | |||
Colonel
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Hearing his death scream as he was picked to bits by my oops-you-didn't-see-um turrets with motion-detector-assisted persistence and mines was glorious. There. Cheat your way out of THAT.
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Bagger 288 Last edited by Traak; 2012-03-06 at 10:57 PM. |
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2012-03-06, 11:22 PM | [Ignore Me] #12 | ||
Second Lieutenant
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Confirmed Features for Engineers:
-- Nanite Vehicle Repair Systems -- Physical and/or Energy Barriers (Cover + Anti Vehicle) -- Anti Vehicle Mines -- Manually Detonated Explosives -- Manned AT, AP and AA Turrets They also pointed towards the possibility of player-placed motion sensors, alarms and other such amazing thingamawhats and doodads. Personally I plan to be a defensive Engineer/Squad Leader come Planetside 2, but that's just my preference.
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>( 666th Devil Dogs )< Alpha Tester: Tribes: Ascend Modder: Mount & Blade: Warband Player: Garry'sMod, Arma 2, Air Buccaneers Lover: Planetside NC Brig. General ಠ_ರೃ |
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2012-03-06, 11:47 PM | [Ignore Me] #13 | ||
Colonel
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Notice at 3:34 in the video how the series of "wall blocks" are rendered not-quite-as-quickly as the base and surrounding greenery, indicating that they are separate data, meaning, to me: A) Those blocks of walls are deployable and/or B) Those blocks of walls are destructible C) Those blocks are changeable in some way, as they aren't rendered the same time as the structure near which they are deployed/mounted Then again at about 5:47, wall segments are taller this time. I thought it was funny that in the SECOND video, when the Magrider was flying at about 20 feet above the ground, suddenly the monitor lost power. Like it was a coverup. 20-foot-off-the-ground hovering Magriders??? I noticed more stuff that "appeared" after stuff that was more distant appeared, indicating deployability or some other level of non-permanence.
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Bagger 288 Last edited by Traak; 2012-03-07 at 12:05 AM. |
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2012-03-07, 03:23 AM | [Ignore Me] #15 | ||
Sergeant Major
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Yes, manned deployable turrets were added to PS1 after release, same time as TRAPs, Cerberus turrets, shadow turrets, and the shield generators. The TR and VS ones weren't bad, but they made the NC one a Shotgun so it had no range.
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