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PSU: couldn't dodge it even if I wanted to
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[Ignore Me] #16 | ||
looking good, can't wait to try out fights there
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![]() ![]() "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 |
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[Ignore Me] #17 | |||
Corporal
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This makes me sad. |
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[Ignore Me] #18 | |||
so completely get rid of teleporters! oh, but a router vehicle might work, if the telepad cannot be placed by light assault. easy to do with the class system. maybe only give it to infiltrators. and have it replace the dartgun or even the rifle, to make placing a telepad a challenge. also the infiltrator has to spawn with the pad, walk up to the router to register the pad at the router and then place it. but i don´t like teleporters at all. the router was just an idea to compensate for removing the stupid telecampfarms we have now. and it could be a new tactical option for serious outfits.
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***********************official bittervet********************* ![]() stand tall, fight bold, wear blue and gold! |
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[Ignore Me] #19 | ||
Major
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Personally I don't mind the Teleporters, but their placement in Bio Labs is a bit atrocious...
I mean they're only where they are at now because someone designed an elevated Terrarium Dome without ANY built-in Staircases... Seriously, how are they suppose to move samples in and out of this thing? The only options right now are to have guys carry it down the Grav Lifts or chance a Brundle though the Telepods. |
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[Ignore Me] #20 | |||
Contributor General
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[Ignore Me] #21 | ||
Private
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Technically they are still there, but they will only control the shields at the base of the lab. You can still fight over it, it's just less vital to defense. This is unless they changed bio labs even more since I last played on test.
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[Ignore Me] #22 | |||
Contributor Major
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In the end, tactics were the one thing not used and it ended up being a pure numbers game. |
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[Ignore Me] #23 | |||
Lieutenant General
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[Ignore Me] #24 | ||
damn, the south saurva satelite looks sweet!
i just visited it on pst, but it was enemy territory, and i was on foot, so i couldn´t enter the biolab itself. the south fortress really seems to be a fortress now! it has several things i missed so hard! especially the wall around the base with just one gate and a lot of good places for defenders! i think attackers will have a hard time storming it if there is a good squad inside! can´t wait to actually fight in a base like this! the design reminded me a lot of the ps1 bases! walls you can entrench on, to stop vehicles before they steamroll your base and most importantly only a few openings in the wall so you could predict where the majority of enemies will come from. light assaults will still be able to jump in from any direction, but the really dangerous stuff will have to cross a chokepoint. and the biolab seems good as well! i could only check the groundlevel under the lab, and i think there are still too many holes in the wall, but i totally love the design that makes sense now for a military building! right in the middle of the main opening in the wall there is a building type i haven´t seen before with turrets that are placed strategically. details like this make a base look and feel good. and i really think this will play out very good. we need more bases with encapsuled courtyards and full fledged walls.
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***********************official bittervet********************* ![]() stand tall, fight bold, wear blue and gold! |
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[Ignore Me] #25 | |||
Sergeant
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Routers worked in ps1 because it was far more difficult to penetrate a base and set up a pad. In ps2 a LA can just jump over the walls. Or hell ANYBODY can run in and establish the pads given how open bases are. And if you try and counteract this with strict restrictions on distance and who can place pads you end up making the router near useless given the effectiveness of infantry AV and the chances of it being rocketpodded by ESF etc. There is no cloaked AMS bubble you can hide the router in to set up an ams/router combo. |
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[Ignore Me] #26 | |||
Contributor General
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Firstly the was the big farm from the balcony looking over the double doors. The response to this was masses assaults by LA's to clear the balcony and gain entry. ( I was the victim to the VS doing this and it was really well done). The next response was the shield breaker into the side doors. The next phase was the counter to the shield breaker by defenders laying mines. The counter counter response was two shield breakers one of which was a sacrifice to trigger the mines. And at that point the devs changed the base and tactical moves ended, which was sad because I was interested to see what the next evolution would be. |
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[Ignore Me] #27 | |||
Sergeant
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![]() Bubble's to AMS as defense system More closed off bases to break into |
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[Ignore Me] #28 | ||||
First Sergeant
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the most glaring thing i see about these "new" base designs is that the same pussy shield exists so that pussies can shoot out from a position of total invincibility. player spawns should be enclosed with one way exits that spit you out into a structure that can be fortified and provides cover for a defending group to form up and push out. they should not provide "tactical advantage" in being able to damage what can't damage back. whatever the concept was initially, defenders can either farm the points from safety, or go outside and die. guess which strategy strictly dominates? |
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[Ignore Me] #29 | |||
Major
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Then defenders have 2 doors and a gen to worry about, with responses needed every so often when LA or shield diffusers crash the sides or a gal takes the balcony
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[Ignore Me] #30 | ||||
Lieutenant General
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A LA might be able to get in pretty easily, but then don't allow them to carry them. Make it an infil only tool: you now already restrict their access points to gates and some sort of airdrops. The Spawn Beacon is my biggest concern here, since you can't control that or see it coming. Spawn Beacons near bases ruin a lot of flow and make Galaxies useless, I really wish their use was restricted to neutral/friendly open ground areas instead of usable in bases. But IMO, a Router which can be destroyed, with a limited range, telepads with interference ranges with one another and limiting the players that can carry them (and task them to always collect one at the Router first) create a lot more complications than you might think. Especially since - unfortunately - compared to PS1 the infil decloaks regularly (damn you snipefil/gankfil design!). |
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