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PSU: Pleese report speling erors
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2013-01-14, 06:03 AM | [Ignore Me] #46 | ||
Captain
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Holes in the terrain! YAY! Now this engine only needs to be able to handle liquids and it's on par with the quake 3 engine.
Biting sarcasm aside, that's really a good thing. It's just that with the level of competence shown with the whole "release" thing, i can't help it but to point out that all the flak they got (and will get) when it comes to the engine feels deserved when you go live on a better tech demo. Edit: Still, credit where credit is due. Tunnels are definetely a step into the right direction. Last edited by Babyfark McGeez; 2013-01-14 at 06:05 AM. |
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2013-01-14, 06:14 AM | [Ignore Me] #47 | |||
Sergeant
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Tunnels are just a bandaid (as welcome a change as it is) hopefully a temporary bandaid until they do a proper redesign.
Infantry vs infantry, with just enough room for vehicles to drive into the courtyard, an the layout should really hamstring vehicular maneuvering since it should have an urban combat close knit layout. Mainspawn should be attached to the main building, with entry points into it.. as well exits into a series of attached courtyard buildings. The exact thoughts on why, you've managed to push the defenders into a spawn infantry only scenario.. therefore if you want to lockdown the spawn, it should only be camp able by infantry. This way it's still a fair fight (even though the attackers have the upper hand). http://www.planetside-universe.com/s...4&postcount=22 Last edited by Archonzero; 2013-01-14 at 06:21 AM. |
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2013-01-14, 06:36 AM | [Ignore Me] #48 | |||
They've always been SOE companies, just same horse different colour is all.
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms Last edited by Canaris; 2013-01-14 at 06:39 AM. |
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2013-01-14, 07:10 AM | [Ignore Me] #49 | |||
Private
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In these situations the defenders would hold on in hopes of a relief force of friendlies turning up and breaking the siege (you know like in real warfare). Where right now a base is about to be attacked by a zerg so the defenders redeploy to Warpgate and go and attack somewhere else. We need Alpha base designs with some PS1 flare, we need a lattice system so we can't just go around the enemy and we need all this pretty soon! |
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2013-01-14, 12:47 PM | [Ignore Me] #52 | ||
Major
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You cannot do anything more than put a roof on the bases unless you want to redesign the whole thing. The problem with them is, there are no indoor areas shielded from vehicles like what Planetside had. At best in these bases you'll have like one room, however thing apart from Bio-domes are exposed and even then the Bio-Domes barely have indoor space themselves.
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2013-01-14, 12:54 PM | [Ignore Me] #54 | ||
Major
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The problem with bases in this game is that its way too easy to get in, and once you're inside any notion of defending the perimeter just goes out the window.
Take the towers for example. Their design is just awful, because defending them by shooting down from the various battlements is completely impossible. The only way to actually defend them is to hold the stairs, and you can't shoot any enemies that have rushed into your hangar from the defensive positions or turrets of the tower. Basically it rewards people for just making a mad dash into the hangar, with a Sunderer if they have one, and once they are in there the defender has no advantage anymore, it's just a fight in a building, who owns the building is irrelevant. Last edited by Rothnang; 2013-01-14 at 12:55 PM. |
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2013-01-14, 01:07 PM | [Ignore Me] #55 | |||
Master Sergeant
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It's just too strange to see them say tunnels werent support, but you saw Pieces of tunnel in places like Nott Amp Station. This sounded more like a total unwillingness to make places more infantry focused, most probably because defending the places would be far more easy then attacking. |
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2013-01-14, 01:28 PM | [Ignore Me] #56 | |||
Major
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They need to fix towers and buff outposts as well, now, immediately. Put walls up in towers so tanks cannot shoot in on the capping level. |
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2013-01-14, 02:26 PM | [Ignore Me] #57 | |||
First Lieutenant
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Edit: Anyway, i'm hopeful about this too. This means underground facilities are a possibility, we'll just have to see what they come up with. Last edited by ShadetheDruid; 2013-01-14 at 02:28 PM. |
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2013-01-14, 02:31 PM | [Ignore Me] #58 | ||
Lieutenant Colonel
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if the tunnels work this specific problem out (spawns being farmed by tanks at amp stations and tech plants) they should then put the generators down underground and force infantry to fight over them old school style. keep some control points above ground, but not have it be end all be all of base capping.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2013-01-14, 02:46 PM | [Ignore Me] #59 | |||
Colonel
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What I want to see is variety between the bases. They can leave some open and then the rest in various defensive situations. Variety is the spice of life. |
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