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Old 2011-02-13, 10:29 PM   [Ignore Me] #16
ArcticPrism
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Re: Combat Engineering


Originally Posted by Bags View Post
I mainly foot zerg and I absolutely hate shadow spits. At least let me lock onto them with my striker.
Just EMP blast. Spitfire field? Let me just press the button. Shadows popping up? Press the button! Too many mines at an entrance? Press the button! It's the answer to pretty much all CE and works almost instantly.
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Old 2011-02-13, 10:44 PM   [Ignore Me] #17
Bags
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Re: Combat Engineering


Originally Posted by ArcticPrism View Post
Just EMP blast. Spitfire field? Let me just press the button. Shadows popping up? Press the button! Too many mines at an entrance? Press the button! It's the answer to pretty much all CE and works almost instantly.
At what point do jammers allow me to lock onto them? I don't see why they're unlockable while shooting at me.
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Old 2011-02-13, 11:21 PM   [Ignore Me] #18
Kirotan
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Re: Combat Engineering


Faster CE deployment.

The new ACE is a ball, and when you select which mode you want, your crosshair changes and you shoot a spot on a ground within 50m. The ACE automatically rolls itself and self deploys at the spot you chose.

There, I just saved you 5-10 minutes of running around putting up mines so you can get back into the fight faster.
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Old 2011-02-13, 11:38 PM   [Ignore Me] #19
Tool
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Re: Combat Engineering


Originally Posted by Kirotan View Post
Faster CE deployment.

The new ACE is a ball, and when you select which mode you want, your crosshair changes and you shoot a spot on a ground within 50m. The ACE automatically rolls itself and self deploys at the spot you chose.

There, I just saved you 5-10 minutes of running around putting up mines so you can get back into the fight faster.
I can't remember where I read the idea but it was good with regards to engineers and placing mines.

Something about an AMS variant solely for engineers able to drop groups of mines and resupply ACEs in the field along with basic equipment.
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Old 2011-02-14, 12:00 AM   [Ignore Me] #20
CutterJohn
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Re: Combat Engineering


I think there were quite enough mines. No need for more, or mechanics that allow them to be laid down faster.
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Old 2011-02-14, 07:25 AM   [Ignore Me] #21
Kirotan
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Re: Combat Engineering


I think there were quite enough mines. No need for more, or mechanics that allow them to be laid down faster.
Mines would still be removed faster than they can be put up. The abilities to negate CE would still outweigh the convenience of placing them.
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Old 2011-02-14, 07:51 AM   [Ignore Me] #22
CutterJohn
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Re: Combat Engineering


But more convenient placement would mean even more people put them up, because its easier.
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Old 2011-02-14, 09:19 PM   [Ignore Me] #23
Nuevo Jones
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Re: Combat Engineering


Having used CE greatly, I would enjoy certain CE items only requiring 1 square in the inventory slot. Additionally, self-triggered boomers would be great, like a 2 part boomer. one part explosive, one part infra red trigger. BOOM.
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Old 2011-02-14, 10:21 PM   [Ignore Me] #24
LesserShade
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Originally Posted by Hamma View Post
We need spider clamp turrets.
I like this idea, especially if new base designs are more open. While we're wishing, how about a renegades style laser turret variant for adv engineers?? :>
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Old 2011-02-16, 09:05 AM   [Ignore Me] #25
Valverde
Corporal
 
Re: Combat Engineering


I dont think shadow turrets or even cerberus turrets are that bad, but I do think they should have 1 General turret and you should be able to modify it to be a special type. Kinda like upgrades, but if you want a shadow turret you should be able to add a cloaking module to it's chipset and have a menu you drop the chiptypes in.
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Old 2011-02-16, 10:18 AM   [Ignore Me] #26
Jonny
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Re: Combat Engineering


Spidermines?
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Old 2011-02-17, 08:10 AM   [Ignore Me] #27
LordReaver
First Sergeant
 
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Re: Combat Engineering


Not only are flakfires annoying and not needed when infantry have proper cover, they are also somewhat redundant with the spit. With the current spit, all it would need is more damage vs air, and better tracking. The current spit is unbelievably easy to trick. I can get within spitting distance of one before it will start hitting me. So I assume they will be better next time.

Bunkers in general should cover the need for OMTs, because you are protected, and you can fire whatever you want out of it. However, if they were upgradable with little open seat turrets on them, that'd might be nice.

I should have mentioned the AMS before. It's not really CE, but it kind of overlaps it in my eyes (which is a good thing). I feel that it should basically be a light mobile fort. The only real defense an AMS has right now is not being found. So it could use things like a bubble that soaks up some of the damage from small arms fire, a limited detection ability, or something that would help defenders actually defend it. It shouldn't have any direct defense abilities like a gun or something though. I'm still thinking on this one, but that's where my thoughts are at the moment.

How I'd have the ammo terminal, is it can't do anything other than give out ammo. If you want to switch weapons, you should have to seek out an AMS or other non portable terminal. A user needs to engage the term, and after a few seconds, it will refill what ammo you are in need of (Like John said, it's construction tool can't be purchased from it, to prevent an endless cycle), or you can grab the ammo manually if you want to change it up. It should not be allowed indoors however, and it would expire after 5 or so minutes. Its role is to fill gaps where an AMS can't, and again help encourage going off the beaten path. This is not really an essential thing though.

The Aegis shield is really just a crappy AMS, that is usually used to hide things that shouldn't be hidden. For example Lodestars are commonly put in them and completely defeat the purpose of the Lodey being so massive.

The reason boomers should be circular rather than triangle, is because triangles area really not a common thing to see. Just look around the room you are in, how many triangles do you see (not counting squares ). Circles blend in much better, and would allow for more crafty placement, like on a terminal or a stair. It's only a model change, so it wouldn't change their power. It would only mean you have to pay more attention for booby traps. Which I think is a fair thing. I like the idea of attacking them to vehicles. Would be fun to see someone attack one to an enemy tank, then wait for that tank to drive into a group of their own, and blow the thing. Also, if you can run up and slap a tank, then you deserve to do extra damage to it.

Wall turrets should be easier to kill, because it actually takes a lot of fire power to take one out. The only reason they aren't overpowered is because they are stationary. With more wall turrets, it would make them even harder to combat them. Making them easier to kill helps. In return for being easier to kill, they should be easier to bring back online also. This should help emphasize taking the walls more for both sides. Get on the walls so they can't get the turrets back online, and get on the walls because the turrets aren't hard to get back online. The way it is now, people hardly ever try to get the turrets back online once down, except when the enemy can't take the walls anyways. On a side note, maybe the backside should be weaker than the front, haven't decided if that would actually be meaningful yet.

It doesn't matter what the sandbags look like, just that there is some deployable to block damage.

Traak, the issue you talk about with droppers, maybe isn't a CE problem but a problem with dropping, no? Not that I agree with it being such a problem to begin with. Honestly, how is CE supposed to differentiate between a dropper and someone who just ran up normally?

The shadow turret is redundant in every way except that it cloaks. Now add on top that my idea of spits that go underground when they aren't shooting and you have a semi hard to see automated turret, that isn't completely lame by being 100% invisible without darklight. You have to ask yourself what the reason is for wanting cloaking, and change the source, not add in a new feature to correct the problem. Not going for the source is why so many lame changes/additions happened in the past.
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Old 2011-02-17, 08:51 AM   [Ignore Me] #28
Jonny
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Re: Combat Engineering


Spidermines?
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Old 2011-02-17, 08:58 AM   [Ignore Me] #29
Manitou
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Re: Combat Engineering


I was considering what combat engineers do and one thing we haven't considered is the importance of bridge building. We have all experienced the bridge battles (one of my personal favorite types of battles). What would happen if the bridges could be destroyed or damaged beyond use and it required the combat engis to repair it or even deploy temporary pontoon bridges until the regular bridge is repaired?

Is this feasible?
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Old 2011-02-17, 04:26 PM   [Ignore Me] #30
ArcticPrism
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Re: Combat Engineering


Originally Posted by LordReaver View Post
Not only are flakfires annoying and not needed when infantry have proper cover, they are also somewhat redundant with the spit. With the current spit, all it would need is more damage vs air, and better tracking. The current spit is unbelievably easy to trick. I can get within spitting distance of one before it will start hitting me. So I assume they will be better next time.

Cerberus Turrets aren't redundant. Spitfires have pathetic range. Only the Dragon and knives have less range than them. AI can't lead shots so it helps to have the proximity. Cerberus Turrets in their current form even have short range. Mosquitos and Reavers especially can easily outrange them. Their damage isn't really that high and cannot barely destroy a mere Wasp and that's only if it sits in the field of them or has low hp.



The Aegis shield is really just a crappy AMS, that is usually used to hide things that shouldn't be hidden. For example Lodestars are commonly put in them and completely defeat the purpose of the Lodey being so massive.

Lodestars are massive because they are designed to be able to transport any vehicle. If it didn't have to carry vehicles it would very likely be much smaller and having a cloaking field similar to that of an AMS. Not that a cloaking field will stop anyone from seeing it on the radar, and everyone has reveal enemies these days anyways. Just reveal and OS or go destroy it or hack it.



Wall turrets should be easier to kill, because it actually takes a lot of fire power to take one out. The only reason they aren't overpowered is because they are stationary.

Current wall turrets are garbage and mostly worthless except for the AA variant. It is the only version of the upgrade that is useful. A wall turret will easily lose to any MBT. The chaingun is extremely inaccurate, suffers from heavy damage degradation, has bullet drop and does little more damage than a Mosquito at optimal range. The cannon does decent damage but it has an arc and travels too slow to hit anything that is moving. Orbital strikes are so common that people will just OS them. The turrets are very exposed and impossible to repair once destroyed if there are any vehicles around. Turrets are stationary and can easily be evaded because they are fat which makes it easy to shoot them from where they can't shoot you.

The shadow turret is redundant in every way except that it cloaks. Now add on top that my idea of spits that go underground when they aren't shooting and you have a semi hard to see automated turret, that isn't completely lame by being 100% invisible without darklight.

Shadow Turrets are the only turrets that aren't useless when fighting NC and their uncounterable Phoenix(assuming they haven't been spotted already).
Cyan stuff.
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