Friday Night Ops, Tunnels and SMGS Feb 1 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: 3 sides, one is light, one is dark, who know's what the purple one is.
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
Click here to go to the first VIP post in this thread.  
Thread Tools Search this Thread Display Modes
Old 2013-02-01, 07:27 PM   [Ignore Me] #1
Hamma
PSU Admin
 
Hamma's Avatar
 
Friday Night Ops, Tunnels and SMGS Feb 1




http://www.planetside-universe.com/media.php?view=2282



http://www.planetside-universe.com/media.php?view=2283



http://www.planetside-universe.com/media.php?view=2284



http://www.planetside-universe.com/media.php?view=2285



http://www.planetside-universe.com/media.php?view=2287



http://www.planetside-universe.com/media.php?view=2288

Tunnel Entrance in spawn room:



http://www.planetside-universe.com/media.php?view=2289



http://www.planetside-universe.com/media.php?view=2290

Tunnel Exit inside amp station:



http://www.planetside-universe.com/media.php?view=2291

The tunnels have "Jump pads" inside to shoot you from one side to another.

Edit: The tunnels go from the Spawn Room into the spawn generator room at the Amp Station (in this case)
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer

Last edited by Hamma; 2013-02-01 at 07:37 PM.
Hamma is offline  
Reply With Quote
Old 2013-02-01, 07:30 PM   [Ignore Me] #2
NewSith
Contributor
Brigadier General
 
NewSith's Avatar
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


So where does this Tunnel lead to?
__________________

Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
NewSith is offline  
Reply With Quote
Old 2013-02-01, 07:32 PM   [Ignore Me] #3
Hamma
PSU Admin
 
Hamma's Avatar
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


From the spawn room to near the spawn generator in the amp station.
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2013-02-01, 07:36 PM   [Ignore Me] #4
megashades
Private
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


Tunnels are a bit disappointing and look tacked on, but at least it's a start. I'm not too fond of the man-cannon approach to it, we may as well have had teleporters like the tech plant used to.

Hopefully they'll add-on to the tunnels in the future to serve more of a purpose with indoor fighting or something along those lines.
megashades is offline  
Reply With Quote
Old 2013-02-01, 07:36 PM   [Ignore Me] #5
Shuuda
Private
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


I like how some people are shocked at the idea the tunnels can still be "camped", as though that was never going to be the case anyway.
Shuuda is offline  
Reply With Quote
Old 2013-02-01, 07:36 PM   [Ignore Me] #6
NewSith
Contributor
Brigadier General
 
NewSith's Avatar
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Hamma View Post
From the spawn room to near the spawn generator in the amp station.
Hurray! Also I like the gravlift solution - the exit is vulnerable to C4, mines and grenades, but on the other hand prevents bottlenecking without creating "defensive camping".

EDIT: Gravlift*, not jumppad.
__________________

Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2013-02-01 at 07:40 PM.
NewSith is offline  
Reply With Quote
Old 2013-02-01, 07:36 PM   [Ignore Me] #7
ShadetheDruid
First Lieutenant
 
ShadetheDruid's Avatar
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


Not sure why, but I love how the little battery thing on the VS SMG keeps spinning when the battery itself is taken out for the reload.
ShadetheDruid is offline  
Reply With Quote
Old 2013-02-01, 07:39 PM   [Ignore Me] #8
VSderp
Private
 
VSderp's Avatar
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


can't wait to get my hands on that vanu smg..i love it !
VSderp is offline  
Reply With Quote
Old 2013-02-01, 07:40 PM   [Ignore Me] #9
Hamma
PSU Admin
 
Hamma's Avatar
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


Also, you can't see from the pictures but there are animations on the SMGs, more than any other weapon in the game atm.
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2013-02-01, 07:41 PM   [Ignore Me] #10
bjorntju1
Captain
 
bjorntju1's Avatar
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


Those tunnels look horrible. Really feels like a rush job. But it is a start, and I hope that when they are tested for a few weeks and it turns out the change was for the better, that they put some more effort in how the tunnels look.
__________________
bjorntju1 is offline  
Reply With Quote
Click here to go to the next VIP post in this thread.   Old 2013-02-01, 07:43 PM   [Ignore Me] #11
arclegger
PlanetSide 2
Level Designer
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


I said this in chat during the stream and I'll say it here.

The 1st pass on tunnels is just defender only, we are trying to see how they play. What the players do, how they use them. After we have that info we can look into more tunnels, different tunnels, attacker tunnels etc. Just remember this is the first iteration.

You guys were beta players, you saw many first iterations on lots of things, you also saw us systematically tune and tweak first iterations to become better versions.

Hopefully this clears things up about the tunnels.
arclegger is offline  
Reply With Quote
Old 2013-02-01, 07:43 PM   [Ignore Me] #12
VSderp
Private
 
VSderp's Avatar
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


ya the tunnels look kinda ok but its a start can't complain to much
VSderp is offline  
Reply With Quote
Old 2013-02-01, 07:45 PM   [Ignore Me] #13
Nyctalgia
Private
 
Nyctalgia's Avatar
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by arclegger View Post
I said this in chat during the stream and I'll say it here.

The 1st pass on tunnels is just defender only, we are trying to see how they play. What the players do, how they use them. After we have that info we can look into more tunnels, different tunnels, attacker tunnels etc. Just remember this is the first iteration.

You guys were beta players, you saw many first iterations on lots of things, you also saw us systematically tune and tweak first iterations to become better versions.

Hopefully this clears things up about the tunnels.
I understand where you're coming from. The main problem is probably that this wasn't known from the start and we all had our expectations up.
A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that.
As of now they just give the impression of cumbersome teleporters.
__________________
Stream

Last edited by Nyctalgia; 2013-02-01 at 07:47 PM.
Nyctalgia is offline  
Reply With Quote
Old 2013-02-01, 07:47 PM   [Ignore Me] #14
Roy Awesome
First Sergeant
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Nyctalgia View Post
I understand where you're coming from. The main problem is probably that this wasn't known from the start and we all had our expectations up. A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that. As of now a lot of people feel like they're just cumbersome teleporters.
Actually, this was said in the first announcement that tunnels were coming.
Roy Awesome is offline  
Reply With Quote
This is the last VIP post in this thread.   Old 2013-02-01, 07:48 PM   [Ignore Me] #15
arclegger
PlanetSide 2
Level Designer
 
Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Nyctalgia View Post
I understand where you're coming from. The main problem is probably that this wasn't known from the start and we all had our expectations up. A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that. As of now a lot of people feel like they're just cumbersome teleporters.
I hear ya, honestly I did not know a lot about them because we all work on different things. I didn't work on them so I didn't know the design 100% for a little while.

I'm just here to let you know our intentions.
arclegger is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:57 AM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.