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Old 2004-02-10, 12:20 PM   [Ignore Me] #16
infinite loop
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Originally Posted by Veteran
All experience earned by the squad leader should be converted to CEP.

It's stupidly hard to advance CR now.
Yep, and it should have always been this way, now even more necessary. At least make like 10% of each kill xp count towards cep, you gotta give commanders something, or they're going to go freaking nuts trying to gain rank.
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Old 2004-02-10, 12:24 PM   [Ignore Me] #17
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Originally Posted by Veteran
The HART is the enemy of solid strategical thinking all over the map. Until you can HART only near friendly SOIs, the efforts of well-rounded squads will never be fully recognized.

What's the difference between a full Deliverer that captures a tower and a lone infantry that uses the HART to silently insert them near a similar enemy holding?

The HART sucks. Boy howdy but that kills the tactical side of PlanetSide in record time. Just make it so it drops people around friendly SOIs alone. Is that so hard?
OMG I actually agree with Vet today, what's the world coming to?
But seriously, I have always hated how easy it is for some hart droppers to take back that tower you just spent 30 mins trying to cap, etc. There is no real feeling of front lines in the game because of it. There's always a way to get around defenses with the hart. I would love to see them change it. Good idea Vet.
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Old 2004-02-10, 12:29 PM   [Ignore Me] #18
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Heh, this turned into a petition to kill or criple the HART. Bring back the 10 minute timer on the HART at the very least please.

/sign

BTW: I know how you feal infinate, it's scarry.
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Old 2004-02-10, 12:33 PM   [Ignore Me] #19
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I'll sign for the HART being INSIDE freindly SOI ONLY!!! Then the time wouldn't matter.

That OR,

A dual ring around the bases, the SOI and then the HART range, where the HART can only drop between the two rings... follow me?

~Tide
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Old 2004-02-10, 01:56 PM   [Ignore Me] #20
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I'd go for the friendly SOI only.
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Old 2004-02-10, 01:57 PM   [Ignore Me] #21
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+1 for only being able to HART in/near friendly SOI's.

Perhaps we could get a new vehicle or add a feature onto an old one (LS/AMS would be good candidates) that would act as a moble HART-pod landing zone. Even a beacon (a pistol-slot deployable simmilar to a Router telepad) would work, allowing an Infiltrator to sneak in and set up a landing zone for the rest of his team.
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Old 2004-02-10, 02:14 PM   [Ignore Me] #22
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Hmm, do I smell additional command rank abilities?

Allow a CR to call in reinfocements. This ability would be available for use every 20 minutes. When triggered the CR5's current location triggers an active landing zone. This zone has to be outside of an enemy SOI. The next time the HART leaves, following the request for reinfocements, players will have the choice of any friendly SOI, or the CR designated landing zone.

This request will also redirect every Instant Action for a short period of time, say 3-5 minutes. If there are multiple zones available, the person who is instant-actioning, will be able to choose.
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Old 2004-02-10, 02:18 PM   [Ignore Me] #23
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Originally Posted by TheRagingGerbil
Hmm, do I smell additional command rank abilities?

Allow a CR to call in reinfocements. This ability would be available for use every 20 minutes. When triggered the CR5's current location triggers an active landing zone. This zone has to be outside of an enemy SOI. The next time the HART leaves, following the request for reinfocements, players will have the choice of any friendly SOI, or the CR designated landing zone.

This request will also redirect every Instant Action for a short period of time, say 3-5 minutes. If there are multiple zones available, the person who is instant-actioning, will be able to choose.
Kick ass!
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Old 2004-02-10, 02:25 PM   [Ignore Me] #24
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I agree that it's harder to make a decisive battle. It's always a 3 way lock. I'll give a for instance. Last night on Cyssor, we had the VS pushed back to 3 bases from a waygate. My squad leader decides to do a Spec op. We sneak into the base next to the waygate and blow the gen. Then set up to push back the invaders. As luck would have it, about 1 min after we kill the gens (elimiinating the spawn tubes), The NC zerg shows up and we occupy the base (it was an accident that couldn't have been planned better). Now we've got VS all but cut off and make a big push to get the other 2 bases.

What happens? TR notices a lower count of NC at other bases and starts back hacking us right away. The result? We have to pull out of the push we're in to keep from being wiped off the map. End result? Return to a WWI style status quo. We've got the trenches and they aren't moving.

I really think that 3 sides are too many for this style of game.
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Old 2004-02-10, 02:30 PM   [Ignore Me] #25
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Wah wah, so the game is hard now. Cry me a bloody river. So all of a sudden, when you can't roll over haplessly outnumbered defenders, you whine because of the stalemate?

Give me a break.
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Old 2004-02-10, 02:35 PM   [Ignore Me] #26
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Nobody is whining. This is polite discourse.
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Old 2004-02-10, 02:36 PM   [Ignore Me] #27
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Out numbered? The cont was pop locked. Meaning everyone had the same amount. At least know what you're talking about before you open your mouth. Otherwise you just look ignorant.
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Old 2004-02-10, 02:36 PM   [Ignore Me] #28
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If conventional tactics are now leading to stalemates with the new population changes, seems to me it's time to change the tactics.
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Old 2004-02-10, 03:07 PM   [Ignore Me] #29
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Originally Posted by Tannim
Out numbered? The cont was pop locked. Meaning everyone had the same amount. At least know what you're talking about before you open your mouth. Otherwise you just look ignorant.
The population lock numbers you see on the map, are only in relation to your empire's population level on that continent. The TR could have a lock, while the NC and VS still have 100+ slots remaining. There is no indication of how many enemies are on a continent once you get past 25 per empire.
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Old 2004-02-10, 03:25 PM   [Ignore Me] #30
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There were two messages. Empire Pop lock and Pop Lock. I've seen both labels on the map.
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