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2003-12-30, 11:32 AM | [Ignore Me] #1 | ||
Staff Sergeant
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Once the zerg gets inside a base it's pretty much over right? What if there were some sort of indoor fixed turret system? They would be fixed near the back doors in the first room & outside the spawn room. Nothing terribly formidable, just enough to slow 'em down. Of course they would be repairable. I just think defenders need some lovin...
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MY OTHER CAR IS A REAVER |
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2003-12-30, 11:55 AM | [Ignore Me] #3 | ||
Yes bases need more defenses. BUt I think the zerg needs alot more attention. Its incredibly unbalanced for defense vs offense. I rarely see a base being zerged that holds its ground because you cant push them back. Up base defences (more turrets inside and out) and make those damn towers have NTU silos.
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2003-12-30, 01:27 PM | [Ignore Me] #5 | ||
Sergeant Major
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I think I finally realised what capitols are gonna be good for. zergs always recall and use the HART, you can forget about that happening. no more HART dropping on a cont. the galaxy will be reborn after being useless ever since the timer on the HART was cut.
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2003-12-30, 01:32 PM | [Ignore Me] #6 | |||
General
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2003-12-30, 03:10 PM | [Ignore Me] #9 | ||
Sergeant Major
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yes, dominion comes from having the capitol and to get to the capitol you must first get 3 bases and bla bla bla. dominion has the benefits of a lock. question is if it includes no HARTing by the enemy.
anyway, more base defenses will make small numbers have a hard time attacking bases but large forces don't really get slowed down by them. read my post on enemy triggered base defenses to see what I propose to solve this. |
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2003-12-30, 03:51 PM | [Ignore Me] #11 | ||
Staff Sergeant
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They should definitely increase the amount of base turrents and somehow devise a new system of defense inside or atleast at the back door. They should have turrents on the acctual main building and not just on the walls. And they should increase the hart timer so vehicles are used more and the transports come into play faster.
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2003-12-30, 04:45 PM | [Ignore Me] #12 | ||
You know those Bunkers in front of the bases enterances, well i noticed some have tunnles between them, make it so the enemy has to breach into the bunker and capture a thing in the bunker tunnel (a new tunnel would link the bunker tunnel to the base for reinforecments/recapturing) before a shield that covers half the base comes down (nothing but small arms fire can get in, sniper AR's ect, and infiltrators) Comanders get CEP every time the bunker is recaptured form the attackers and recieve small CEP along with BEP for kills while the bunkers are held (2 for Agile/Standard, 10 for reinforeced, 50 for maxes, and 100 for infils (becasue they now can turn the tide very quickly if they sneak in and blow the shield gen thats located in one of the unused rooms in the bases)
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2003-12-30, 07:52 PM | [Ignore Me] #15 | |||
General
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http://planetside.station.sony.com/g...ncept&id=59998
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