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Old 2012-05-30, 10:55 AM   [Ignore Me] #16
Rbstr
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


Originally Posted by Biohazard View Post
We saw it in the TotalBiscuit liberator video. He would have had to give up flares for it, sounds fine to me.
Ah, yeah, flares, not ejection seat. My bad.
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Old 2012-05-30, 10:56 AM   [Ignore Me] #17
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


Aircraft self repair drama is so last week.

A better question is, what other optional modules does the galaxy have? Radars wouldn't be of much use on it.
What do you have to give up to get self-repair?
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Old 2012-05-30, 10:56 AM   [Ignore Me] #18
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


So how much does the cert cost that plays the game for me? I thought this was Planetside 2, not Battlefield Auraxis.
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Old 2012-05-30, 10:57 AM   [Ignore Me] #19
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


Originally Posted by FastAndFree View Post
Aircraft self repair drama is so last week.

A better question is, what other optional modules does the galaxy have? Radars wouldn't be of much use on it.
What do you have to give up to get self-repair?
Engineers, and having to land, find a good spot, and cover during repair. Planetside Staple experiences.
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Old 2012-05-30, 10:57 AM   [Ignore Me] #20
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


Look at it this way. They give something up for it.

My galaxy might have flares, which help me survive longer, while theirs has self repair, which takes a while to kick in and replaces an engineer. All I have to do while using flares is have an engineer on board, and land, and by utilizing teamwork my galaxy is better.

It's not fast and it doesn't appear to work until after combat.


Team work is still king.
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Old 2012-05-30, 10:59 AM   [Ignore Me] #21
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


Originally Posted by MrBloodworth View Post
Except for the fact its yet another erosion of team play.

Landing your Gal, and having an engineer repair, or landing stationary on a air pad with Repair active, it is a Planetside staple experience. There is Zero reason to add this, other to make the game even more "Playing alone, together" like session based games.
I'm sorry but I don't believe this to be any erosion of what existed prior.

If we were to take the context of PS1, how many people hung around in a galaxy after the drop? How many people hung around to look after an AMS after spawning?

Usually it was only either the direct driver/crew or those whom you were working with actively anyway. I suspect that in PS2 the same will apply.

Also, why are we now calling activities that define downtime as a staple PlanetSide experience?
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Old 2012-05-30, 11:03 AM   [Ignore Me] #22
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


Originally Posted by Duddy View Post
Also, why are we now calling activities that define downtime as a staple PlanetSide experience?
Its not downtime, its part of the game play to need to fall back, repair and resupply, under threat. This is a WAR game, not a session based shooter.
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Old 2012-05-30, 11:04 AM   [Ignore Me] #23
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


Originally Posted by MrBloodworth View Post
Its not downtime, its part of the game play to need to fall back, repair and resupply, under threat. This is a WAR game, not a session based shooter.
Since the repair is timer based and doesn't work in combat, doesn't this force you to fall back and repair? You won't exactly get very much auto repair flying around the combat zone.

And if you've already flown away you might as well land and repair manually. I can't see many people taking this over flares.
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Old 2012-05-30, 11:06 AM   [Ignore Me] #24
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


Down time determines the frequency with which you fight enemies. If you can't kill them, at least you created downtime for them, meaning some breathing space for you.

Removing downtime from a zerg's players doesn't make them easier to handle by creating mini-Divide and Conquer and attrition. Plus it provided a chance to take out an enemy by more than blowing them up: by taking out the occupants. It simplifies the game more towards action and large scale combat (which strongly affects high pop ratio difference balance mostly).
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Old 2012-05-30, 11:07 AM   [Ignore Me] #25
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


Originally Posted by Bags View Post
Since the repair is timer based and doesn't work in combat, doesn't this force you to fall back and repair? You won't exactly get very much auto repair flying around the combat zone.
Actually, it's a matter of time. People who run around without an engineer to repair them faster might actually fly around for 5 minutes. This hurts your team if it's not an enemy doing it. That means you're basically balancing the slowness of the regen against the desire of people to get back into the fight sooner. KDR-focused players(who are also non-teamwork and thus don't have an engineer handy) will wait the 5 minutes rather than risk it.

Now, are repair pads handy, will they fly back to them instead of flying around? Maybe.

Let me be fair though, as slow as it is, it's not the end of the world. That doesn't mean it doesn't merit a demerit - lol.

Last edited by Stardouser; 2012-05-30 at 11:08 AM.
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Old 2012-05-30, 11:08 AM   [Ignore Me] #26
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


A KDR focused player won't be flying a galaxy, that's for sure.

If people want to be morons and fly around repairing slow as molasses instead of bringing ONE engineer, that's their problem.
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Old 2012-05-30, 11:09 AM   [Ignore Me] #27
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


I can see this being more useful on a deployed galaxy, then again if it is in a combat zone it will likely have gunners who might just as well be engineers
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Old 2012-05-30, 11:09 AM   [Ignore Me] #28
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


Originally Posted by MrBloodworth View Post
Its not downtime, its part of the game play to need to fall back, repair and resupply, under threat. This is a WAR game, not a session based shooter.
This pretty much sums up my concerns. I've welcomed many of the new mechanics to ease downtime, but now this has become a slippery slope. Getting you in the battle faster = fine. But stuff like this is just getting to be too much.

Last edited by Nick; 2012-05-30 at 11:11 AM.
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Old 2012-05-30, 11:10 AM   [Ignore Me] #29
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


Originally Posted by Bags View Post
Since the repair is timer based and doesn't work in combat, doesn't this force you to fall back and repair? You won't exactly get very much auto repair flying around the combat zone.

And if you've already flown away you might as well land and repair manually. I can't see many people taking this over flares.
Depends on how fast the repair is though (BFR shield regen was fast, AMP very slow).

If you say it's not going to be used a lot, then there must be better alternatives for customization. In that case, it'd be like the regeneration implant: not many would pick it over personal shield, audio amplifier, enhanced targeting, second wind, surge and sensor shield.
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Old 2012-05-30, 11:11 AM   [Ignore Me] #30
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Re: Galaxy, auto-repairing in mid air ( 00:30 )


Originally Posted by Nick View Post
This pretty much sums up my concerns. I welcome many of the new mechanics that reduce downtime, but now this has become is a slippery slope. Getting you in the battle faster = fine. But stuff like this is just getting to be too much.
How does this reduce down time? As long as landing and repairing with one engineer is faster or equivalent, I don't see an issue.

It isn't a free utility, you give up like flares or radar or ejection seat to use this.
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