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2013-02-01, 07:54 PM | [Ignore Me] #17 | |||
Private
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No hard feelings, mate. It's an improvement either way and it's much appreciated that you take the time to reply both here and in the chat. Kudos!
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2013-02-01, 07:54 PM | [Ignore Me] #18 | |||
As for the inner visual designs - they will change, I think we all understand that. Also - important question - can I AVOID using jumppads? Because it'll be rather hard to gather up for a push, if you are forced into pad-bumping. Last edited by NewSith; 2013-02-01 at 07:58 PM. |
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2013-02-01, 08:09 PM | [Ignore Me] #21 | ||
Contributor Lieutenant Colonel
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I'm happy they are introducing them but you cant tell jack about tunnels until we get to test the functionality in game.
Question re Tunnels: What happens if you are in one as the base changes hands? Do they have the same pain field as spawn rooms? Or can I sit in there with my engineer mates |
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2013-02-01, 08:10 PM | [Ignore Me] #23 | |||
PSU Admin
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2013-02-01, 08:33 PM | [Ignore Me] #26 | ||
Major
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http://www.twitch.tv/planetside2/b/363042902
First hour of the stream showing tunnels and SMGs with QnA. |
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2013-02-01, 09:07 PM | [Ignore Me] #29 | ||
Second Lieutenant
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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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2013-02-01, 09:23 PM | [Ignore Me] #30 | ||
Lieutenant General
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...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 09:36 PM. |
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