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2013-02-01, 07:45 PM | [Ignore Me] #1 | |||
Private
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A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that. As of now they just give the impression of cumbersome teleporters.
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Stream Last edited by Nyctalgia; 2013-02-01 at 07:47 PM. |
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2013-02-01, 07:47 PM | [Ignore Me] #2 | |||
First Sergeant
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2013-02-01, 07:48 PM | [Ignore Me] #3 | |||
PlanetSide 2
Level Designer |
I'm just here to let you know our intentions. |
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2013-02-01, 07:54 PM | [Ignore Me] #6 | |||
Private
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No hard feelings, mate. It's an improvement either way and it's much appreciated that you take the time to reply both here and in the chat. Kudos!
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2013-02-01, 07:54 PM | [Ignore Me] #7 | |||
As for the inner visual designs - they will change, I think we all understand that. Also - important question - can I AVOID using jumppads? Because it'll be rather hard to gather up for a push, if you are forced into pad-bumping. Last edited by NewSith; 2013-02-01 at 07:58 PM. |
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2013-02-04, 10:38 AM | [Ignore Me] #8 | |||
Lieutenant Colonel
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I think you guys took Tunnels to literately. We wanted underground components to bases with objectives added as an alternative method of assault of a base ( Like a INF only backdoor ). Personally I was also hoping you guys would take a tip from PS1 and move the spawns down there. Also, with occlusion, frustum and dynamic object removal, I'm not sure why you would NOT want part of the base game play underground, it seems like this would be a boon to the render distance problem. Personally, I feel you guys dropped the ball. |
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