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2011-11-08, 03:22 AM | [Ignore Me] #17 | |||
Major
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Extreme Stealthing |
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2011-11-13, 06:27 PM | [Ignore Me] #19 | ||
Contributor Major
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One hopes an infil could still jack the veh term and pull his own Empire's vehicles out of it. That was always an adrenaline-inducing feat -- for the infiltrator and his enemies. Anything that takes adrenaline *out* of the game is a net loss.
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2011-11-14, 03:44 PM | [Ignore Me] #20 | ||
Private
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I'm fine with the way it is now. The generators were made to cripple a base to make it easier to capture but is not necessary.
1. Siege the tower at the base. 2. Siege the outer walls and the courtyard. 3. Siege the corridors and keep them under control. 4. Either head for the control room and defend it or either: 5. Destroy the generator room. 6. Destroy the respawning tubes, war gear, vehicle and air terminals. 7. Patrol the area until safe, then leave for the next base. Rinse and repeat for most of the base capturing, its fine the way it is really, I liked how it was not easy to capture towers and bases, it was long enough to give a challenge to make it more enjoyable. They could also fix the tower capturing, we all know it took about 30 minutes to capture them with people camping the stairs, they cant get out but you cant get in :P |
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2011-11-14, 06:01 PM | [Ignore Me] #21 | |||
Captain
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and the idea that taking a tower would drag on for 30 minutes is comical,hell Cijid would have a router pad in the tower spawn tubes long before that LOL that first day we pulled that crap at the dagda tower was hilarious,so many hacker tells,the VS all swore that there were NC spawning out of their tubes |
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2011-11-14, 10:57 PM | [Ignore Me] #23 | ||
First Sergeant
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You know what would help fix the Gen dropping problem?
Automated spitfire turret's defending the Gen room. It's not going to stop a dedicated assault but it will certainly be a deterrent to 1 cloaker or squad dropping gen's left and right |
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