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Old 2013-02-07, 01:34 PM   [Ignore Me] #16
EVILPIG
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Re: How to deal with tunnel exits as attackers


Originally Posted by Mox View Post
By the way they should also forbid the placement of turrets inside the warpgates. I hate these idiots which are blocking the exits with their turrets.
They should remove collision all together in the Warpgate. It would solve the turret griefing and all the crashing/flipping of vehicles.
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Old 2013-02-07, 02:16 PM   [Ignore Me] #17
typhaon
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Re: How to deal with tunnel exits as attackers


I haven't tried it with a turret, but if you park your vehicle over the exit - the defender will die + you will also get credit for the kill.

TBH - I don't see a lot of people actually using that particular tech plant tunnel... it's obviously better to have it, than to not have it... but, I think the ones at the amp stations are a lot more functional and effective for the defenders.
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Old 2013-02-07, 02:17 PM   [Ignore Me] #18
typhaon
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Re: How to deal with tunnel exits as attackers


I haven't tried it with a turret, but if you park your vehicle over the exit - the defender will die + you will also get credit for the kill.

TBH - I don't see a lot of people actually using that particular tech plant tunnel... it's obviously better to have it, than to not have it... but, I think the ones at the amp stations are a lot more functional and effective for the defenders.

It's super easy to disable the SCU force field on a tech plant, compared to an amp station. You can just walk right in and do it... It's even easier than pre-patch.
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Old 2013-03-06, 05:12 AM   [Ignore Me] #19
TheBladeRoden
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Re: How to deal with tunnel exits as attackers


Want to put a turret on a 10 degree slope? Denied!

Want to hover it over an open manhole? Not a problem!
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Old 2013-03-06, 05:48 AM   [Ignore Me] #20
camycamera
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Re: How to deal with tunnel exits as attackers


lol, ironic that you cant place turrets nearly anywhere that isn't completely flat, yet you can place it there XD
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Old 2013-03-06, 06:09 AM   [Ignore Me] #21
Sonny
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Re: How to deal with tunnel exits as attackers


Hover turrets are a feature guys, move along
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Old 2013-03-06, 09:38 AM   [Ignore Me] #22
CraazyCanuck
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Re: How to deal with tunnel exits as attackers


Hover turret is a new cert option for the VS engy. Incorporated tech from the Magrider.
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Old 2013-03-06, 09:53 AM   [Ignore Me] #23
Tatwi
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Re: How to deal with tunnel exits as attackers


Originally Posted by Babyfark McGeez View Post
It's stuff like that which sometimes makes me wonder where the hell they got their mappers from lol (was marlorn a mapper? ).
No, but he was a programmer for Microsoft for a dacade or so, if I remember correctly. Show some respect, you don't know these people at all and it's not your place (or anyones's place) to put them down. What you said was entirely unhelpful. If you have suggestions, great share them, but if you just want to be a dick, keep it to yourself.
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Old 2013-03-06, 11:43 AM   [Ignore Me] #24
PurpleOtter
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Re: How to deal with tunnel exits as attackers


I have started to refer to the tunnel exits located in the tech plants as the "Floor Anus"; It poops out chocolaty packets of XP goodness for your AI MAX!
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Old 2013-03-06, 05:14 PM   [Ignore Me] #25
zulu
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Re: How to deal with tunnel exits as attackers


Originally Posted by EVILPIG View Post
They should remove collision all together in the Warpgate. It would solve the turret griefing and all the crashing/flipping of vehicles.
But seeing all of the aircraft crash into one another harmlessly and then flip onto their backs is one of the main sources of comedy in the game!
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Old 2013-03-06, 10:37 PM   [Ignore Me] #26
Chewy
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Re: How to deal with tunnel exits as attackers


Iv seen worse necros. At least it's still a good topic that has meaning today.


Although I love placing a turret on an unused exit. It makes a GREAT XP farm if it is in a pain field and gives me something to do when waiting for the flip and repair other things.
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