Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: wot ya mean theres no BFG?
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2013-07-18, 04:58 AM | [Ignore Me] #31 | |||
Contributor General
|
In ps1 the walls had these so that defenders could duck behind them. However, we also mustn't forget balance and make the bases too difficult. |
|||
|
2013-07-18, 09:29 AM | [Ignore Me] #33 | |||
First Sergeant
|
If they want a lighter on the server solution, have teleporters from the interior of the base that pop you out on those catwalks instead of more polygons for stairs etc, though I would enjoy the fights over those catwalks. Last edited by CraazyCanuck; 2013-07-18 at 09:35 AM. |
|||
|
2013-07-18, 10:22 AM | [Ignore Me] #35 | |||
First Sergeant
|
The other option would be to have a jump pad option on a sunderer. Last edited by CraazyCanuck; 2013-07-18 at 10:25 AM. |
|||
|
2013-07-18, 11:14 AM | [Ignore Me] #36 | |||
Sergeant
|
With the option to swap out 1 gunner slot for a soldier cannon. When the vehilce is "deployed" people getting into the special seat, wait 5 seconds and then are ejected up and out by a small amount. i also like the sunderer firetruck idea though. flame cannons are more PS2 like. You can allready drop people with a galaxy as well. Maybe this will see them getting more use. |
|||
|
2013-07-18, 11:25 AM | [Ignore Me] #37 | |||
Contributor General
|
coolio |
|||
|
2013-07-18, 11:54 AM | [Ignore Me] #38 | ||
So that explains the latest innovation vehicle from Nanite Systems
The get over wall thingy!
__________________
"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
|||
|
2013-07-18, 11:59 AM | [Ignore Me] #39 | ||
Major
|
Overall, Esamir looks a lot more varied now. Some cool base designs, like Esamir Munitions Corp's twin tower, as well.
Some bases being closer together plus the added terrain cover should make foot zergs more viable, which is good. We still have to see how it's playing out of course. My only worry is that the changes might cater the LA class a bit too much. All these new walls and terrain elevation that are accessible with jump jets only might give players not enough incentive to play other classes. |
||
|
2013-07-18, 05:47 PM | [Ignore Me] #42 | |||
Major
|
So while the high walls are good for keeping the tank/harasser infantry farms out, they also potentially act as a fish in a barrel mechanic. The worst base in the game, a toilet called the Pit was shafted for a reason. |
|||
|
2013-07-18, 08:55 PM | [Ignore Me] #43 | ||
Sergeant
|
I don't think anyone's mentioned this, and I should probably submit a bug report, but... I can't actually get the facility connections to display on the map. The Facility Connections map filter is checked, but it's disabled, so I can't change it myself.
|
||
|
2013-07-19, 07:32 AM | [Ignore Me] #44 | ||
looks better than before, but why are there no catwalks on the outer walls?
hello? mcfly? *knock* is it really so hard, to take a look at what worked in ps1? the concept of the perimeter walls in ps1 provided nice gameplay and cover for both sides. this simple flat walls don´t help too much with defense. they only help the attackers because they can fly in unharmed and undetected with their LAs and kill the entranched gate defenders from behind. but i guess i gonna take a look at the new base designs to check if the spawncamp situation is changed...
__________________
***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
|||
|
2013-07-19, 08:26 AM | [Ignore Me] #45 | ||
Registered User
|
The new Esamir is really NEW!
Much more obstacles, Trees, rocks, seems to be in no way tank friendly anymore (i'm no tanker btw). I took a closer look at some smaller outpost in the southern part. Small seems to be the wrong word. The walls seem to only reachable for LA or a precision drop. Many spawn rooms have now a teleporter, which brings you to a shielded room someplace else in the facility (and back, doesn't work sometimes). And the spawn rooms seem to be allways surrounded by walls and/or high rocks. If other than LAs can get there, we will see. It also seems seems very hard to impossible to get tanks inside. The facilities don't have AA turrets (other than on towers). There are allways ways around the walls through inlets or through ways between rocks and wall, where there is a gap. To guard all these, watching for LAs jumping the fence, incoming droppods, Galaxy drops and infils sneeking in...much to do... Sometimes you pull the tanks from an area inside the wall and it materializes outside, so you can get tanks out of the facility, but not in, which rules skyguards inside out. Some stations have completly new, interesting designs... From an optical standpoint, i like it very much, for fighting, we'll see... |
||
|
|
Bookmarks |
|
|