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Old 2013-02-01, 07:33 PM   [Ignore Me] #1
Chewy
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


http://www.twitch.tv/planetside2/b/363042902

First hour of the stream showing tunnels and SMGs with QnA.
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Old 2013-02-01, 07:42 PM   [Ignore Me] #2
Ghoest9
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


The tunnels remind me of original "DOOM."
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Old 2013-02-01, 07:47 PM   [Ignore Me] #3
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


I'm just happy there's more defensibility around spawn rooms!
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Old 2013-02-01, 08:07 PM   [Ignore Me] #4
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


i think the "tunnels" or spawn fast travel system (SFTS tm) xD are gone help defending greatly . people are gone be able to stop scu caps and if people are not stupid they can throw a flash bang before they leave the tunnels
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Old 2013-02-01, 08:23 PM   [Ignore Me] #5
Figment
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


...Why go through all these lengths of making a tunnel if you could do the same with a subteranean teleporter exit?

I mean... Really? They want us to playtest this now to see how we'd use it?

Again with the "no idea what I'm getting into LOL"-one-way-committed-to-certain-campdoom elevator exits.



FFS... It's like they do this on purpose! >_<'




"Defender tunnels", "Attacker tunnels"? We just want a tunnel complex containing all important generators, defendable entry points, CQC room to room fighting till they drive us all the way back to the spawnroom and SCU. A spawnroom which can easily get you to all sides of the base equally fast, simply by being centralised. Simply an infantry bufferzone where the HE spam from outside is not going to get them the base!

Note the logistical line to CC is still eons shorter for attackers... This does almost nothing for defense beyond what a Sunderer in the vehicle bay already did - just takes longer to get there. Sure, if you get a group of people post-hack, drop the spawns and get through the tunnels - you might catch someone by surprise. But they'd see you get into the spawn room from miles away if it's a big group and even then you'd be hardpressed to do something about the attacker's hold who already were in a position to get to the SCU in the first place: they'll just drop it again even if you can get it back up somehow.


Why, WHY do they design this as basically yet another teleporter / spawntube camp exit? WHY? What's with the sado-masochism?!

Last edited by Figment; 2013-02-01 at 08:36 PM.
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Old 2013-02-02, 04:25 AM   [Ignore Me] #6
Kon
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


well tbh i would like to see shields closer to the spawn and tunnel fighting but we knew that wouldn't happen, as long as defenders get to go ack into them, ill put up with that
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Old 2013-02-01, 08:28 PM   [Ignore Me] #7
Phantomdestiny
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


is it just me or at 1:49:00 to 1:50:00 . Whisenhunt is saying that the MCG/lasher are being remaked into the ps1 version
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Old 2013-02-01, 09:57 PM   [Ignore Me] #8
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Maggie said Lasher users would be happy... I'm itching to find out what they're doing to the HA weapons.
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Old 2013-02-01, 10:13 PM   [Ignore Me] #9
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Tunnels are OK but i would like to see a Downlift Entry to the Tunnel System from the SCU Generator room, at a minimum whats the point of tunnels if i still have to run across the courtyard to get to the other generators , if i haven't died yet
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Old 2013-02-01, 10:42 PM   [Ignore Me] #10
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


I don't know why i'm disappointed, I should be used to it by now, but these 'tunnels' are a joke. They add nothing to the game, might as well have been a defensive teleporter. It seems like the player base asks for something and the developers take the literal, simple definition of what we ask for and add it into the game.

We wanted tunnels, we got them.
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Old 2013-02-01, 11:00 PM   [Ignore Me] #11
infinite loop
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Wow, fail. Also don't know why I had any hope that they would do something cool to give some more areas for infantry to fight over. Awful.
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Old 2013-02-01, 11:18 PM   [Ignore Me] #12
QuantumMechanic
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


I heard that there will tunnels that go to the regular shield generators as well. If that's true, then this patch should make a big difference in defensive gameplay.

About the SMGs, the animations are nice and all. But when I'm busy keeping my crosshairs on the bad guy, I'm not looking at all the minute shoot animations that are happening.

What's more important to me is that all the different weapons actually look unique.
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Old 2013-02-01, 11:37 PM   [Ignore Me] #13
Mordicant
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I never got the impression that they would put a tunnel network underneath the complex. They said that a tunnel from the spawn room to the main part of the base. So then the question of why do this instead of a teleporter? Maybe as people had said in the past tunnels were not possible (I never did confirm if this is true) so know they figured them out and they testing them out before working on a large more complex network.

I would love to see the scu and main capture point down some tunnels. But it maybe baby steps.
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Old 2013-02-01, 11:55 PM   [Ignore Me] #14
Chewy
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Mordicant View Post
I never got the impression that they would put a tunnel network underneath the complex. They said that a tunnel from the spawn room to the main part of the base. So then the question of why do this instead of a teleporter? Maybe as people had said in the past tunnels were not possible (I never did confirm if this is true) so know they figured them out and they testing them out before working on a large more complex network.

I would love to see the scu and main capture point down some tunnels. But it maybe baby steps.
When he got to the lifts to the SCU room he looked at 2 side paths. Maybe the SCU was stop one out of a few?
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Old 2013-02-02, 12:52 AM   [Ignore Me] #15
RSphil
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


was a great show as always. some good stuff coming, cant wait to see where the tunnel ideas go. loved the tunnel fights in the origional Battlefield Vietnam. hope planetside has something similar in the works.
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