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Old 2012-04-02, 04:28 PM   [Ignore Me] #1
ezekiul
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Generators in PS2


Have any of the devs talked about power sources/generators? Gen holds could be game changers in PS1 and I was wondering if anything like that was going to be possible. Also, will equipment/vehicle terms be destroyable?
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Old 2012-04-02, 04:33 PM   [Ignore Me] #2
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Re: Generators in PS2


Generators will be in game but not the same. Instead of directly damaging them, it is likely that a hacker will "overload" one. However, we could still have fights for and attempt to hold the area the console for accomplishing this is in.
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Old 2012-04-02, 04:36 PM   [Ignore Me] #3
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Re: Generators in PS2


As far as i remember there was a screen shot of someone in a base and in the top corner it said "attack/defend the generator".

So it looks like it will be an optional route, or a main part to attacking and taking a base. I think i might shut down force fields allowing you to enter?

I dont think there are any equipment terms, in the sense of the first planetside. You do all of your character customising before you spawn i think, and then you use resupply terminals on Galaxies, and probably in bases... somewhere. So outside on a vehicle yes destroyable, inside... not sure, i would assume not, so the game doesnt fuel the same ammount of spawn camping.
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Old 2012-04-02, 04:52 PM   [Ignore Me] #4
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Re: Generators in PS2


Originally Posted by Cosmical View Post
As far as i remember there was a screen shot of someone in a base and in the top corner it said "attack/defend the generator".

So it looks like it will be an optional route, or a main part to attacking and taking a base. I think i might shut down force fields allowing you to enter?

I dont think there are any equipment terms, in the sense of the first planetside. You do all of your character customising before you spawn i think, and then you use resupply terminals on Galaxies, and probably in bases... somewhere. So outside on a vehicle yes destroyable, inside... not sure, i would assume not, so the game doesnt fuel the same ammount of spawn camping.
It has been said that you can change your loadout at any time at an equipment terminal.
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Old 2012-04-02, 04:59 PM   [Ignore Me] #5
Cosmical
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Re: Generators in PS2


Originally Posted by Zulthus View Post
It has been said that you can change your loadout at any time at an equipment terminal.
hmm interesting. Guess i was assuming it would be like battlefield, seems silly that you will be attacking a base as an infantry. Then 3 maxes come out, so rather than everyone attacking to do whatever damage they can before they die. You get everyone sprinting back to the nearby equipment terminal to change to an engineer?

I know thats how they want it to work, but you will get people switching classes rather than commiting to their actual roll.

Atleast Battlefield requires you to sacrifice your life, and MAX suits are on a timer.
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Old 2012-04-03, 07:10 AM   [Ignore Me] #6
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Re: Generators in PS2


Originally Posted by Cosmical View Post
hmm interesting. Guess i was assuming it would be like battlefield, seems silly that you will be attacking a base as an infantry. Then 3 maxes come out, so rather than everyone attacking to do whatever damage they can before they die. You get everyone sprinting back to the nearby equipment terminal to change to an engineer?

I know thats how they want it to work, but you will get people switching classes rather than commiting to their actual roll.

Atleast Battlefield requires you to sacrifice your life, and MAX suits are on a timer.
Isn't this the exact scenario that happened in PS1...?

Switching classes is completely OK, as long as there is some form of cooldown inbetween (medic->assault->medic->assault, anyone?)
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Old 2012-04-03, 07:22 AM   [Ignore Me] #7
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Re: Generators in PS2


Originally Posted by Bonius View Post
Isn't this the exact scenario that happened in PS1...?

Switching classes is completely OK, as long as there is some form of cooldown inbetween (medic->assault->medic->assault, anyone?)
You could swap to whatever "configuration since we didn't have classes in PS1" you wanted as many times as you wanted with the exception of the MAX. There was a CD on how often you could pull one.
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Old 2012-04-03, 07:24 AM   [Ignore Me] #8
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Re: Generators in PS2


Originally Posted by Hmr85 View Post
You could swap to whatever "configuration since we didn't have classes in PS1" you wanted as many times as you wanted with the exception of the MAX. There was a CD on how often you could pull one.
Wich is exactly my point, I just want to see the CD on all classes. Glad we are in agreement
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Old 2012-04-03, 08:42 AM   [Ignore Me] #9
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Re: Generators in PS2


Originally Posted by Bonius View Post
Wich is exactly my point, I just want to see the CD on all classes. Glad we are in agreement
.

The only CD the Devs talked about is one for the MAXes.
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Old 2012-04-03, 08:44 AM   [Ignore Me] #10
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Re: Generators in PS2


Originally Posted by Bonius View Post
Wich is exactly my point, I just want to see the CD on all classes. Glad we are in agreement
I don't want to see a CD on all classes. Maybe MAX's like it was in PS1. However, I am reserving that judgment till beta. I wanna see how it plays out before I say yes or no.
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Old 2012-04-03, 09:10 AM   [Ignore Me] #11
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Re: Generators in PS2


To clarify: A CD when switching from one class to another while being alive.

This would prevent people from being able to park a sunderer on a hill and become more or less unstoppable, since they would always have medic/engineer/AV/AI/AA at hand on a moments notice.
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Old 2012-04-03, 11:48 AM   [Ignore Me] #12
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Re: Generators in PS2


Originally Posted by EVILPIG View Post
Generators will be in game but not the same. Instead of directly damaging them, it is likely that a hacker will "overload" one. However, we could still have fights for and attempt to hold the area the console for accomplishing this is in.
You might be right! The way I took it was that gens would be difficult to destroy with pure firepower, but a secondary option would be available to hackers/infs that couldn't pack the big guns.
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Old 2012-04-03, 01:13 PM   [Ignore Me] #13
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Re: Generators in PS2


I'm sure you will just need to stand next to it to take it down.

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