News: Engineer Comm Link - Page 3 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: Hamma, the other, other, OTHER white meat.
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
Click here to go to the first VIP post in this thread.  
Thread Tools Search this Thread Display Modes
Old 2012-03-27, 06:53 PM   [Ignore Me] #31
Talek Krell
Lieutenant Colonel
 
Re: Engineer Comm Link


Originally Posted by Aurmanite View Post
As for the turret, we didn't know it would be configurable.
They've stated previously that they intend for the engineers to have turrets for AI, AV, and AA. AA is not in yet, if I have recalled correctly. The idea that engy's might be able to tear down their turrets and rebuild them elsewhere is new I think, but I'm not 100% sure that's what they meant.


Originally Posted by Planetside 2
Despite their recent shift in duties, Engineers have quickly proven themselves as effective soldiers, capable of either turning an ordinary warehouse into an impregnable fortress, or blasting the enemies fortresses to the ground.
Is it just me, or does this sound like the best episode of junkyard wars ever.
Talek Krell is offline  
Reply With Quote
Old 2012-03-27, 06:58 PM   [Ignore Me] #32
Skittles
Sergeant
 
Re: Engineer Comm Link


Originally Posted by EVILPIG View Post
At this point, at launch, the only infantry that engies will repair is MAXes.
"In seconds"




which are non-timed and everyone can cert...... oh joy
Skittles is offline  
Reply With Quote
Old 2012-03-27, 06:58 PM   [Ignore Me] #33
AWP
Private
 
Re: Engineer Comm Link


MANA Turret

Man a Turret

I see what you guys did there
AWP is offline  
Reply With Quote
Old 2012-03-27, 06:59 PM   [Ignore Me] #34
Shogun
Contributor
General
 
Shogun's Avatar
 
Re: Engineer Comm Link


if i remember correctly, there was some talk about engis being able to harvest wreckages to fill up their ace, but i dont know where it was mentioned. maybe you can deconstruct wreckages and your own ce stuff.
__________________
***********************official bittervet*********************

stand tall, fight bold, wear blue and gold!
Shogun is offline  
Reply With Quote
Old 2012-03-27, 07:02 PM   [Ignore Me] #35
ThirdCross
Contributor
Corporal
 
Re: Engineer Comm Link


Originally Posted by DOUBLEXBAUGH View Post
Again I'm not complaining about no new info, just pointing out this has all been said before.
No deployable AA turrets
Deployable shield generators
A single tool for repairing both MAXs, terminals, and vehicles instead of two separate tools

All that's new info.

Originally Posted by EVILPIG View Post
Medics should be able to use shotguns and sub-machine guns... No long range weapons should be available to them. Same for engineers, as they may encounter enemy while trying to do their job.
I disagree, if you take away rifles from the engies and medics you're left with only the light assault having rifles. I personally want to see much more long range combat than was in PS1.
ThirdCross is offline  
Reply With Quote
Old 2012-03-27, 07:05 PM   [Ignore Me] #36
ThirdCross
Contributor
Corporal
 
Re: Engineer Comm Link


Originally Posted by Skittles View Post
"In seconds"




which are non-timed and everyone can cert...... oh joy
Hasn't Higby stated that they haven't decided if MAXs will be timed or not? It's very possible that they will be timed or require resources.

And I'm assuming the seconds quote doesn't mean from complete loss of armor to full repair.
ThirdCross is offline  
Reply With Quote
Old 2012-03-27, 07:05 PM   [Ignore Me] #37
EVILPIG
Contributor
Colonel
 
EVILPIG's Avatar
 
Re: Engineer Comm Link


Originally Posted by ThirdCross View Post
No deployable AA turrets
Deployable shield generators
A single tool for repairing both MAXs, terminals, and vehicles instead of two separate tools

All that's new info.



I disagree, if you take away rifles from the engies and medics you're left with only the light assault having rifles. I personally want to see much more long range combat than was in PS1.
The Heavy Assault have rifles as well. I would think the Heavy Cycler would have good range, considering that the Chaingun does not.
__________________
"That which does not kill us,
makes us stronger
" -Nietzsche

www.planetside-devildogs.com
EVILPIG is offline  
Reply With Quote
Old 2012-03-27, 07:11 PM   [Ignore Me] #38
ThirdCross
Contributor
Corporal
 
Re: Engineer Comm Link


Originally Posted by EVILPIG View Post
The Heavy Assault have rifles as well. I would think the Heavy Cycler would have good range, considering that the Chaingun does not.
The heavy cycler commlink makes it sound like it will be a close range weapon. Though the gameplay footage did show it being used effectively at courtyard ranges.
ThirdCross is offline  
Reply With Quote
Old 2012-03-27, 07:26 PM   [Ignore Me] #39
DOUBLEXBAUGH
Sergeant Major
 
Re: Engineer Comm Link


Originally Posted by ThirdCross View Post
No deployable AA turrets
Deployable shield generators
A single tool for repairing both MAXs, terminals, and vehicles instead of two separate tools

All that's new info.
The shield gen was mentioned before, the single tool for all repairs was kinda inferred once they eliminated armor on infantry for self repairing shields (why would they keep a seperate tool for just MAXes?), the removal of the AA turret i guess is new info sorta? so 0 + ½ + ½. Ok so there is a tiny bit of new info if you want to be technical.
DOUBLEXBAUGH is offline  
Reply With Quote
Old 2012-03-27, 07:30 PM   [Ignore Me] #40
ThGlump
Captain
 
Re: Engineer Comm Link


There was and probably will be base deployed/upgraded AA turrets. Field AA turrets wasnt mentioned before, but i was hoping there will be some. So actually its not removal of AA turret.
ThGlump is offline  
Reply With Quote
Old 2012-03-27, 07:56 PM   [Ignore Me] #41
Haurus
Private
 
Haurus's Avatar
 
Re: Engineer Comm Link


Why do we have different levels of infantry armor? It doesn't seem to matter if we have recharging shields and no ability to repair. It doesn't make sense either. Why wouldn't everyone run around in their pj's if they have recharging shields?

I'd rather see the same type of mechanic but with self healing armor from a nanite canister or something. Then we wouldn't have the shield flashes which don't look good in my opinion, engies can still repair and/or replace the canisters for infantry.
Haurus is offline  
Reply With Quote
Old 2012-03-27, 08:20 PM   [Ignore Me] #42
BuzzCutPsycho
Sergeant Major
 
BuzzCutPsycho's Avatar
 
Re: Engineer Comm Link


Is the turret automated or must it be manned?
__________________
BuzzCutPsycho is offline  
Reply With Quote
Old 2012-03-27, 08:54 PM   [Ignore Me] #43
Bags
Lieutenant General
 
Bags's Avatar
 
Re: Engineer Comm Link


manned I think.
__________________
Bags is offline  
Reply With Quote
Old 2012-03-27, 08:58 PM   [Ignore Me] #44
noxious
Second Lieutenant
 
noxious's Avatar
 
Re: Engineer Comm Link


Originally Posted by Haurus View Post
Why do we have different levels of infantry armor? It doesn't seem to matter if we have recharging shields and no ability to repair. It doesn't make sense either. Why wouldn't everyone run around in their pj's if they have recharging shields?
Probably because heavier armors will have greater shield capacity, faster shield regeneration, and/or a shorter delay between taking damage and said regeneration kicking in. It's also possible that the heavier armors will provide superior damage mitigation against health depletion once the shield breaks.
__________________
noxious is offline  
Reply With Quote
Old 2012-03-27, 08:59 PM   [Ignore Me] #45
kaffis
Contributor
Major
 
Re: Engineer Comm Link


Originally Posted by Eighm View Post
Looks cool so far. I'm hoping that the engineer doesn't turn into the do-everything class like it has in the BF series.
I don't see a danger, here. Heavy assault (and likely MAXes) remain the go-to for pushing the line in close quarters combat, since AI turrets aren't mobile and have a setup time. Ditto for defense-busting antivehicular fire. There's no repairable infantry armor, now, so you need a medic to complement your shield regen. Light assault is still going to be breaching walls and defensive positions to flank choke point defenses. Infiltrator is going to be dominating long-range combat and recon.

Engineers seem like very well-rounded area denial and position fortifiers, but they don't look more potent offensively than medics or light assault from where I sit. Unless you count from the seat of a vehicle, which, well.. duh?

Originally Posted by Haurus View Post
Why do we have different levels of infantry armor? It doesn't seem to matter if we have recharging shields and no ability to repair. It doesn't make sense either. Why wouldn't everyone run around in their pj's if they have recharging shields?
Presumably, armor will govern how much damage gets reduced when applying damage to your health once your shields are depleted. At a flat rate, this time, instead of an increasing one as the armor gets lessened.


Originally Posted by BuzzCutPsycho View Post
Is the turret automated or must it be manned?
Manned. The devs are making a big push away from automated fire. No more spitfires, not even giant ones.
kaffis is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:03 AM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.