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Old 2012-08-16, 12:57 AM   [Ignore Me] #16
atheistunicycle
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Re: New biolab info, Teleporters


Originally Posted by Hamma View Post
Well it's killing our discussions here, everyone is either afraid to talk or trying to keep the trolls at bay.
You can't honestly say there are trolls on this board, right??
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Old 2012-08-16, 03:35 AM   [Ignore Me] #17
Shogun
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Re: New biolab info, Teleporters


regarding the teleporters.

there were actual teleporters usable in the gamescom demoversion that is not under NDA.

so talking about them seems to be ok now.
they look a lot like the spawn tubes and u enter them and hit e to use them.

they have only one target, so it´s not a grid of teleporters or something.

but i agree, the nda kills the discussions on this board, and i don´t think it will be up for very long, because the community feedback is so important for the devs.
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Old 2012-08-16, 04:21 AM   [Ignore Me] #18
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Re: New biolab info, Teleporters


Originally Posted by Shogun View Post
but i agree, the nda kills the discussions on this board, and i don´t think it will be up for very long, because the community feedback is so important for the devs.
Devs troll the official boards, getting feedback there.
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Old 2012-08-16, 04:23 AM   [Ignore Me] #19
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Re: New biolab info, Teleporters


I'll talk hamma, just give the word
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Old 2012-08-16, 04:40 AM   [Ignore Me] #20
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Re: New biolab info, Teleporters


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Old 2012-08-16, 09:31 AM   [Ignore Me] #21
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Re: New biolab info, Teleporters


Yep, I agree it needs to end.
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Old 2012-08-16, 10:03 AM   [Ignore Me] #22
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Re: New biolab info, Teleporters


Originally Posted by Hamma View Post
Well it's killing our discussions here, everyone is either afraid to talk or trying to keep the trolls at bay.
Perhaps I just need to start with "Judging by what I can see from TB's Video..."
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Old 2012-08-16, 10:39 AM   [Ignore Me] #23
Attackmack
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Re: New biolab info, Teleporters


Teleporters sounds like just another way to make the game more run n gun...
If you own all cps within a structure, you should at least be able to defend knowing that the enemies will come from outside.

Defending will be impossible and bases will swap ownership by the minutes.
Not in beta so i can only speculate but it sure sounds like this game will become boring and repetitious very quickly if all they are trying to do is speed up and simplify everything all the time.

From all movies anf gameplay shown so far, not once have it seemed like anyone actually acomplished something, the "base defended/captured" messege comes and goes but there is nothing in the actual gameplay that gives you a hint that there has even been a shift in power. Take away the message and no1 would know at all who took or lost a base.

In ps1 the message came, and a calm set over the area for a while. Outfits regrouped, some logged off, but it did actually feel like you had acomplished something right there snd then.
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Old 2012-08-16, 11:46 AM   [Ignore Me] #24
vVRedOctoberVv
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Re: New biolab info, Teleporters


I dislike the idea of teleporters in general. Obviously, they exist on a large scale lore wise, but I think there must be a better way to get more open, less predictable access to a base. I dunno, I guess it's fine, I just don't really care for it much as far as the "drawing board idea".

@Attackmack

I agree. I hope the capture lock returns. Otherwise, fights around particular bases will never end.

Last edited by vVRedOctoberVv; 2012-08-16 at 11:48 AM.
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Old 2012-08-16, 02:42 PM   [Ignore Me] #25
DOUBLEXBAUGH
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Re: New biolab info, Teleporters


Originally Posted by Hamma View Post
Well it's killing our discussions here, everyone is either afraid to talk or trying to keep the trolls at bay.
Originally Posted by Syphus View Post
Perhaps I just need to start with "Judging by what I can see from TB's Video..."
I have been prefacing a lot of my posts recently with "Well from what we can see in Higby's streams..." even though I may or may not have seen any of his streams
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