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Old 2011-03-02, 01:57 PM   [Ignore Me] #46
Timantium
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Re: Engi Deployable Cameras


Who would be able to look through the cameras?

If I placed 10 cameras around a base, would I have to link them to a security room or would I have to open mini-boxes on my action screen to monitor them?

Isn't this what the motion alarm sensors are supposed to do?
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Old 2011-03-02, 02:54 PM   [Ignore Me] #47
Sirisian
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Re: Engi Deployable Cameras


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Old 2011-03-02, 03:38 PM   [Ignore Me] #48
Miir
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Re: Engi Deployable Cameras


I could see one good use for this.

Film making
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Old 2011-03-02, 04:46 PM   [Ignore Me] #49
Bruttal
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Re: Engi Deployable Cameras


You only alowed 1 camera and you can toggle your mini map to camera mode.

You could either install it as a Friendly Camera that is installed via base term predesigned spots where you can place it and you can toggle though the spots till you find the location you want it in.

Wireless works up to 1 SOI's distance however big that is with deployable Wireless bosters (max 10) that lets you increase the range of your wireless devices. Your choice on new posabile wireless devices =)
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Old 2011-03-02, 05:41 PM   [Ignore Me] #50
wildcat140679
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Re: Engi Deployable Cameras


I'm sorry if i'm derailing this topic...

If PS:N would take the path of throwing out the 3rd person view for infantry and limited them to first person view only, Than this deployable camera will surly take it's place.

Corner ambushing paired with Heavy Assault really screwed up game balance
And as much as I may like a deployable camera, I don't like the idea of any kind of alternative form of 3rd person corner ambushing to return.


If a camera or 3rd person through the use of an implant makes it's way back in to PS:N, I really hope there will be a clear tell sign of a corner ambush.

In case of the camera, it needs to be big enough to be noticeable, yet small enough, one might overlook it. Maybe even a fain't red LED that blinks indicating it's in use and your being watched

Adding a handicap to the camera, like a poor camera video feed thats to pixelated, that it's unable to spot cloakers for instance are worthy trade off's



As for 3rd person camera implant of some kind (don't like to see one, but still), it needs to make noise, like regeneration implant, what can be clearly heard.
Any maybe even some video disortion, different vision/color spectrum that isn't able to detect cloakers.


Tradition ambushes need to return, train you rifle at the corner/door/entrance and shoot at the first enemy who shows it's face, not this cheap 3rd person SURPRISE! And present your foe with a jackhammer greeting back to the spawn tubes.


If camera's (or 3rd person view) makes its way back in to PS:N it needs to have a serious handicap.
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Old 2011-03-02, 05:53 PM   [Ignore Me] #51
DviddLeff
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Re: Engi Deployable Cameras


Deployable cameras should be relatively noticeable; if someone is using one to corner hump people in a stairwell then the camera should be obvious to spot...

In the upgrade project I also have commanders able to view their squads HUDs to help them coordinate their troops.
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Old 2011-03-02, 07:19 PM   [Ignore Me] #52
Hamma
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Re: Engi Deployable Cameras


I've merged the camera thread with the CE thread.

Originally Posted by Miir View Post
I could see one good use for this.

Film making
Win!

Interesting idea for sure - I'm not sure if it would add a whole lot to the game and as mentioned it could be exploited.
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Old 2011-03-02, 08:33 PM   [Ignore Me] #53
Traak
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Re: Combat Engineering


To those who are concerned with 3rd person corner humpers: Use SA. Problem solved.

Cameras. I think they would have to be small enough to be fairly innocuous, but not so small as to be undetectable. Perhaps the size of mines, but with much longer viewable distance than you can see mines?
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Old 2011-03-03, 02:46 PM   [Ignore Me] #54
Vancha
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Re: Combat Engineering


Am I the only one who'd like to see CE downsized? I loved setting up the original CE, but the only part of the advanced CE that ever felt like a proper addition was the phalanx wall turret upgrades.

Shadow turrets, TRAPs, Aegis', OMTs, Disruptors...they felt like scrap ideas that didn't really belong. The cerberus turret sort of felt like it belonged, but it was so underpowered.

CE is good at deployables. Light pieces of equipment that can be a non-issue or an absolute bitch depending on how well it's been set up. Sending them in the direction of building structures like bunkers, OMTs, ammo dispensers or lego sandbags seems overly clunky to me. Keep it light and keep it minimal imo.
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Old 2011-03-03, 05:36 PM   [Ignore Me] #55
Bruttal
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Re: Engi Deployable Cameras


Originally Posted by wildcat140679 View Post
I'm sorry if i'm derailing this topic...

If PS:N would take the path of throwing out the 3rd person view for infantry and limited them to first person view only, Than this deployable camera will surly take it's place.

Corner ambushing paired with Heavy Assault really screwed up game balance
And as much as I may like a deployable camera, I don't like the idea of any kind of alternative form of 3rd person corner ambushing to return.


If a camera or 3rd person through the use of an implant makes it's way back in to PS:N, I really hope there will be a clear tell sign of a corner ambush.

In case of the camera, it needs to be big enough to be noticeable, yet small enough, one might overlook it. Maybe even a fain't red LED that blinks indicating it's in use and your being watched

Adding a handicap to the camera, like a poor camera video feed thats to pixelated, that it's unable to spot cloakers for instance are worthy trade off's



As for 3rd person camera implant of some kind (don't like to see one, but still), it needs to make noise, like regeneration implant, what can be clearly heard.
Any maybe even some video disortion, different vision/color spectrum that isn't able to detect cloakers.


Tradition ambushes need to return, train you rifle at the corner/door/entrance and shoot at the first enemy who shows it's face, not this cheap 3rd person SURPRISE! And present your foe with a jackhammer greeting back to the spawn tubes.


If camera's (or 3rd person view) makes its way back in to PS:N it needs to have a serious handicap.
Well I think for Wall humppers if you think someone is down there toss a jammer down there and the camera will be disabled the camera should ONLY be used for Watching over a base while your defending another position in the base or close enough to the base via wireless amps
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Old 2011-03-04, 02:01 PM   [Ignore Me] #56
wildcat140679
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Re: Combat Engineering


Originally Posted by Traak View Post
To those who are concerned with 3rd person corner humpers: Use SA. Problem solved.
Originally Posted by Bruttal View Post
Well I think for Wall humppers if you think someone is down there toss a jammer down there and the camera will be disabled the camera should ONLY be used for Watching over a base while your defending another position in the base or close enough to the base via wireless amps
SA or throwing a grenade is not the solution to 3rd person corner humpers, just because one might be lurking around the next corner. But thats for another discussion.
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Old 2011-03-04, 04:28 PM   [Ignore Me] #57
Traak
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Re: Combat Engineering


Originally Posted by wildcat140679 View Post
SA or throwing a grenade is not the solution to 3rd person corner humpers, just because one might be lurking around the next corner. But thats for another discussion.
So the cure for an enemy hugging a corner is not to kill him? Then what is it? Eliminate corners? SA is the Anti-Corner.

I need 3rd person, and I'm the guy who is usually victimized by it. But I use it often enough, even just driving that I realized it would be hard for me to justify removing it.

How much more the killers, not the support guys.
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Old 2011-03-05, 10:51 AM   [Ignore Me] #58
wildcat140679
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Re: Combat Engineering


Originally Posted by Traak View Post
So the cure for an enemy hugging a corner is not to kill him? Then what is it? Eliminate corners? SA is the Anti-Corner.
Do you have some kind of 6th sense or other unnatural ability that tells you what is lurking around the next corner?

or do you go about shooting at each and every corner, just because an enemy might be lurking around the next corner? I seriously doubt it.

Grenades and SA are good weapons to deal with enemies in cover or behind a corner, but you still need to know that they are there.
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Old 2011-03-05, 11:32 AM   [Ignore Me] #59
Traak
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Re: Combat Engineering


Originally Posted by wildcat140679 View Post
Do you have some kind of 6th sense or other unnatural ability that tells you what is lurking around the next corner?

or do you go about shooting at each and every corner, just because an enemy might be lurking around the next corner? I seriously doubt it.

Grenades and SA are good weapons to deal with enemies in cover or behind a corner, but you still need to know that they are there.
I see your point, but, why not just toss a grenade as SOP and see if there is a yellow reticle flash? That'll tell you if you have enemies there. Even if it is just a jammer, it will blow up any boomers in range, kill his Invincibility Implants, AND show you a reticle flash, even if there is no boomer to blow, that someone or something (such as a now-non-functioning MAS) is there.

I just don't see 3rd person being eliminated, it is too useful to too many people. As I said earlier, even me, the cloaker/CE guy who gets owned by corner dudes a lot still wants it in the game. The ability to toggle out to be able to take a wider overview of what I'm surrounded with is just too valuable and kinda unique to PS, and adds to the fun.
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Old 2011-03-05, 12:51 PM   [Ignore Me] #60
Hamma
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Re: Combat Engineering


Please stay on topic.

There is an entire thread and poll dedicated to the discussion of 3rd person:

http://www.planetside-universe.com/f...ad.php?t=35610
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