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Old 2003-10-31, 03:31 PM   [Ignore Me] #16
Hamma
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Not only is it too easy, it ruins the game. Look at it this way, if your running with an LLU or a module what is to stop 30 drop pods from falling RIGHT in front of you and stopping you? What is the fun in that? I personally do not see the fun in that, because I have been on the recieving and giving end of it with the timer at one minute.
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Old 2003-10-31, 03:50 PM   [Ignore Me] #17
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1 minute HART is a virtual teleporter to any non-locked continent. I've seen the effects already. It rains pods 24/7 now. Something goes bad or need to reposition, you dont need nothing but a recall. 45 seconds later you are across the map. I thought it may have been a bug when I saw it, I hope they fix it. HART should be atleast 10 min. At 15 minutes you'd see those big flying things again.. remember them?
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Old 2003-10-31, 03:51 PM   [Ignore Me] #18
Jarlo
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Yeah it really ruins the tactics of the game and any natural choke points .. aka bridges...

Who here HASNT had a kick ass bridge fight? With a friggin insta HART all you do is recall then drop on the other side of enemy lines--- LAME as hell!
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Old 2003-10-31, 03:57 PM   [Ignore Me] #19
Ducimus
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I can see a 5 min timer, but 1 min is excessive. It totally negates alot of logistics, vehicle certs, and generally disrupts the flow of the game too much.

I hate waiting on the HART as much as the next guy, but this is a pooch screw.
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Old 2003-10-31, 04:17 PM   [Ignore Me] #20
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The current timer (1-minute) is seriously a joke. I can cap a base, recall, and HART to the next base quicker then the time it would take me to get a vehicle off the pad. Hell, even the 10-minute timer is quicker on some occasions. The newly proposed 3-minute timer is the same way. The only drawback from recalling and re-HARTing is the fact that the cont might be population locked. Since the release of CC this doesn�t appear to be a problem though.

Yes I do have flying vehicles, yes I do have troop transports, and yes I do have AMS certs. With the shorter timers, less people are going to be inclined to get a vehicle cert when they can spend there points on additional weaponry or skill sets. These same people are going to raise holey hell when they do encounter a tank because they won�t be able to destroy it with their handheld weapons. You are going to see an overall decline in the number of AMSs and ANTs in the field. We�ve already seen the Galaxy, Sunderer, and the Deliverer become a rare sight during battles. Expect this to become even more apparent.

Squading is already an unpopular thing to do because so many people are convinced you get less precious XP when you are in a group. The quick HART timers mean you have to rely on your comrades less. You can move by yourself much quicker now, further decreasing the desire to form a squad.

The Zerg of heavy-assault-welding-surge-monkeys that drive us crazy...expect that to get much, much worse. Instead of coming at you from one general direction, it will now come from all sides. Base utilities (gens, tubes, terms, etc.) will forever be down. An engy can drop, destroy the gen, recall, and drop again...within a matter of minutes all of your gens are toast.

Things like Matrixing are never going to happen. It�s quicker to respawn at sanc and HART back to the base you originally had to matrix to. They are taking all of the planning and forethought out of the game. You used to have to think ahead about binding to the dropship center so you could get another galaxy...not anymore.

I love PS to death, but these last couple of weeks have been real tough. With the release of Craptacular Combat and now these changes to the HART timer and such, I have been playing less and less. The devs are �dumbifying� the game. Strategy has become a thing of the past. Squad based combat has been thrown out the window. Team play is non-existent. CR5�s use the command chat as a form of squad chat and move around as a group. I still run a squad, and always will. My boys and I work as a team, but it seems as if we are alone. All people seem to care about is maximizing their XP and kill counts. With each passing day this game becomes more and more like a traditional run-n-gun fps.
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Old 2003-10-31, 04:23 PM   [Ignore Me] #21
Strak
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Well I agree with the timer being to low at the moment for most of the reasons. You can intercept an LLU, teleport across the continent, jump across enemy held bridges etc. Harder to find people for a squad when no one sits at sanc longer than 1 ninute.

I like the credit system or you can use it once every hour. My major concern is still having to travel 30 minutes by car to get to my outfit who is already out in the field.

One could argue if the outfit guys have been on an hour and you just used your sanc ticket you would still be stuck. However I feel once you get to your squad and hook up with them, if they decide to not galaxy to the next location, but HART and they leave you behind for an hour, you need to re-evaluate your outfit.

My outfit is fairly organized and we do things together once we are together.

1 minute is to low. 10 is alright. getting a free trip right away or after 5 minutes of being in the sanc and then being locked out of it for like 20 or 30 minutes would be cool.
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Old 2003-10-31, 04:38 PM   [Ignore Me] #22
Queensidecastle
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I am most definatly of the opinion that the HART is screwing up gameplay. They should take it out entirely
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Old 2003-10-31, 04:50 PM   [Ignore Me] #23
Nitsch
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It's also damn near impossible to get a pickup squad up at Sanc now.

Why in the hell would anyone need a deliverer or galaxy now? just get your peeps to recall and jump on the Hart.

So much for cutting off troups comming accross a bridge...they can just recall to sanc and drop in behind you.
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Old 2003-10-31, 04:59 PM   [Ignore Me] #24
Kikinchikin
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i want 10 minutes back. Anything shorter than 5 is pretty much rediculous. the idea that the hart should be taken away is stupid tho and totally crushes solo players. 10 minutes was a good balance.
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Old 2003-10-31, 05:03 PM   [Ignore Me] #25
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It won't crush solo players though.

Solo's will still have Instant Action. We just want to limit the HART from being used as a convenient spawn point and a quick mode of transport. Solo�s are just looking for a quick fight anyways, so Instant action works fine for that.

I am really starting to like the credits idea. Once an hour would be perfect I think.
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Old 2003-10-31, 05:06 PM   [Ignore Me] #26
Kikinchikin
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twice an hour and you would convince me to hop on the wagon.

And when you say all soloers want a quick fight you are wrong. I was a soloer for about 3 weeks while i was LFO in between my two outfits. I wanted a nice fight, but not a zerg. Instant action takes u to where the zerg (or biggest fight) is. I'm not a fan of the zerg, so that wouldnt help me. Meh maybe i was a unique case, but i don't think they should take the hart away compeltely.
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Old 2003-10-31, 05:12 PM   [Ignore Me] #27
ThEOnLyOnE
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5 mins is good. 10 too long.. all good points made here..
but.. when in a cavern and you die.. and there is no where to spawn at..
waiting 10 mins to get into the action does suck..
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Old 2003-10-31, 05:22 PM   [Ignore Me] #28
Spee
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Stop dying, then. Dur.
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Old 2003-10-31, 05:23 PM   [Ignore Me] #29
Jagd
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As a soloist you need to have a vehicle though, not sure how you could survive without.
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Old 2003-10-31, 05:35 PM   [Ignore Me] #30
Hamma
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In my honest opinion, and I�ve been around here for a long time. This is the worst idea to hit PS since broadcast warp gates (which were removed) this will seriously effect game play negatively. IMO it should be no less than 10 minutes. The other ideas around here are great - but what was wrong with 10? As someone said its like I went driving down the highway at 100MPH in my lightning then the state said "hey, since he did it and didn�t die we should raise the speed limit"

It's just an all around bad idea and I disagree with it wholeheartedly. I'm usually not this upset about changes. But this one is just HUGE and anyone who says it isn�t is a lazy PS player.
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