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2013-01-13, 12:16 PM | [Ignore Me] #16 | ||
First Sergeant
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You know these tunnels are just going to be extra choke points for the defenders to get farmed at, except it will be by attacking infantry instead of vehicles. A couple weeks after they realize it has done nothing but help the attackers more they'll throw in some boxes and cover, then pretend everything is fixed.
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2013-01-13, 12:19 PM | [Ignore Me] #17 | |||
Master Sergeant
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They weren't able to make tunnels before, now they can. Period. |
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2013-01-13, 12:23 PM | [Ignore Me] #18 | ||
Lieutenant Colonel
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I think the OP is mostly right.
They might slightly help those situations where 1 or 2 libs manage to lock down a small base but other wise they wont matter much.
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Wherever you went - Here you are. |
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2013-01-13, 12:28 PM | [Ignore Me] #19 | ||
Major
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If anything prolongs base fights, no matter what it is, it's a good thing.
Now, people just desert bases under heavy attack. At least this may keep more people around for longer to at least make it interesting for both sides. I think MORE is needed. |
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2013-01-13, 12:53 PM | [Ignore Me] #21 | |||
Contributor General
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Spawn camping cannot be prevented, however the issue is that spawn camping is too easy and too final because it is tanks and liberators that do it. It happens too quickly and there is no way to fight back. Whereas, if the attackers have to fight hard to gain sufficient advantage to lock down the spawns it means that we have had a fight, and that's the aim here. Currently spawn camping by vehicles is too easy and fights are too easyily killed and bases too easily taken. Done right, this should extend the infantry fights and hopefully reward infantry tactical play too. |
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2013-01-13, 01:16 PM | [Ignore Me] #22 | ||
Contributor Major
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I just hope they don't lead outside the bloody walls.
I'd also like to see some old-fashioned walkways from the central building *to* the walls.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
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2013-01-13, 01:29 PM | [Ignore Me] #23 | ||
First Sergeant
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Um, since we know nothing about them, except that they are an idea that hasn't even been implemented yet, I don't think we have enough information to make a judgement as to whether they will be useful or not.
Depending on how they are designed, they may be useful, or they may even make it worse for base-defense. I don't understand why they won't just revert the design of tech-plants. We all used to have some epic and long-lasting fights there. I certed gate-shield diffuser on my Sundy just for that reason, to crack the nut of the Tech-Plant farm. Lo and behold it worked! Now I have no reason to use it because nobody ever defends Tech-Plants anymore. |
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2013-01-13, 02:02 PM | [Ignore Me] #24 | ||
Master Sergeant
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If they are smart and do what they said they were going to do then they will lead into the walls around the base and that is the easiest place for them to defend from and the hardest for the defenders to tank spam shells into. Also if they are smart they will make a tunnel from their spawn going to the SCU chambers of the maps and one into the courtyard. The courtyard exit will prob be the only one easily camped but if they put shielded openings around it like in the form of a pillbox then if your a tank standing around it you are dumb.
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2013-01-13, 02:35 PM | [Ignore Me] #25 | ||
Major
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I want bases that can be contested to the very end.
I want to feel that adrenaline rush of saving a base in the very last minute. I want to feel that urgency to protect the cap point to the bitter, bitter end. To me, that is fun. This game lacks this completely. Fix the bases. All of them and no half-measures. Last edited by Beerbeer; 2013-01-13 at 02:41 PM. |
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2013-01-13, 02:51 PM | [Ignore Me] #27 | ||
Major
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this and nothing else
make the spawns themselves contestable. right now, without spawns being underground, that just wouldn't work. with tunnels, it could be possible to make access to spawn tubes only available to the enemy from the tunnels. |
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2013-01-13, 02:58 PM | [Ignore Me] #28 | ||
Major
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Nothing wrong with killing a spawn point, provided the defenders have equal "footing" as the attackers, as in, infantry VS infantry. Destroying spawn tubes should be relatively difficult, as it was in ps1.
Park a lib and a few tanks nearby and the fight is more or less over. I'm sorry, but that's just so stupid. Vehicles have their purpose. They allow for mobility and the capability to clear out the outer defenses, control the surrounding area, prevent and/or impede reinforcements and destroy other vehicles should they be there, but you want to take over a base, do it the hard way, as it should be. You can't attack a base unless you can get to the base and control the area around it. Vehicles do this. Vehicles can also prevent this. Now, it's just all vehicles, everywhere. Dumb. Last edited by Beerbeer; 2013-01-13 at 03:08 PM. |
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2013-01-13, 04:28 PM | [Ignore Me] #29 | |||
Captain
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That being said, I love the tunnel thing and can't wait to see how it works . |
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2013-01-13, 04:40 PM | [Ignore Me] #30 | |||
Second Lieutenant
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Has it ever been explained WHY the devs don't want to introduce PS1 elements? I heard some rubbish remark about this being a new game but not a remake (or words to that effect) but that doesn't actually qualify as a reasonable explanation. If something worked in PS1, WHY are they not re-introducing it for PS2? |
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