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PSU: Tastes like burning
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2013-06-04, 10:04 AM | [Ignore Me] #5 | ||
Second Lieutenant
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Biolabs need this. Way too difficult too attack biolabs.
The changes haven't had such a drastic effect on Tech Plans and Amp Stations. I think those two facilities should get their own unique mechanics. Each facility should require a different strategy to take. |
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2013-06-04, 10:21 AM | [Ignore Me] #7 | ||
Second Lieutenant
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Well for Amp Stations and Tech Plants all too often a battle was ended far before it really started because people were able to back-hack gens and remove a base's defenses. This would just ruin potentially good fights.
I still think each base could get their own unique mechanics. The Biolabs have the SCU gen and the other two could get some other objective to mix up the fight. |
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2013-06-04, 01:04 PM | [Ignore Me] #8 | ||
Sergeant
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I understand why they're bring them back for the Biolabs, but I hope they stick around for the Amp Stations. Fights there sometimes got stopped far quicker than they should have done due to the SCU getting whacked early on.
On the other hand with Biolabs, I've seen some of the most brutal infantry fighting I've ever seen since the SCU gen got removed. I've been involved in Biolab battles where players have ended up having to resort to knife-fights under the walkways. Utterly crazy. |
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2013-06-04, 04:33 PM | [Ignore Me] #10 | |||
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2013-06-04, 07:20 PM | [Ignore Me] #12 | |||
First Sergeant
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Sorry, generators in PS2 right now, can be somewhat of a joke. And especially the biolab and Amp station SCU generators, they are just in horrible places. I would prefer these gens be somewhere they can be defended with a smaller force. |
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