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Old 2012-09-26, 12:47 AM   [Ignore Me] #46
Whiteagle
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Re: Thoughts on new S-AMS


I do like the new battleground... except for the Tank Spam...

It doesn't help that there is a giant canyon separating us TR from two of our Major Facilities...

...Fucking Manmowers and Cylon Raiders...
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Old 2012-09-26, 03:34 PM   [Ignore Me] #47
HenchAnt
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Re: Thoughts on new S-AMS


Really like the changes the S-AMS brought to gameplay.

Even though it's not yet perfect, it's definately a step in the right direction.
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Old 2012-09-27, 01:54 AM   [Ignore Me] #48
Rivenshield
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Re: Thoughts on new S-AMS


Originally Posted by Qwan View Post
Im thinking that the sundy AMS is working pretty well. I mean if the object of the game is to get people to the fight, so that they can have fun while playing the game is the over all target then this is the thing thats going to do it. I still think they should give a area restriction like with the old AMS, and with that a small cloak shield to prevent spawn kills.
All of this.

I haven't been able to play for two weeks, being on the road with crappy hotel Wi-Fi, but it does me immeasurable good to read about all the improvements that have been made. We have the AMS back -- sort of. Now let's get it back the rest of the way.... and after that, let's get sancs and rotatating wrap gates so we can fight different enemies in different directions...

...kicking and screaming will the devs re-learn the same game design lessons of yesteryear...
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Old 2012-09-27, 03:35 AM   [Ignore Me] #49
DrakoGaming
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Re: Thoughts on new S-AMS


I really love the new S-AMS, I fought in a few battles today in a random field as we pushed to a new tile, felt a lot like PS1 in that sense.

Last edited by DrakoGaming; 2012-09-27 at 03:40 AM.
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Old 2012-09-27, 07:20 AM   [Ignore Me] #50
Ghost Runner
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Re: Thoughts on new S-AMS


All this talk about a cloak to protect spawners seems wrong if your getting camped that spawn is compromised and you should choose another spawn location. Mobile spawns should have drawbacks just my humble opinion.
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Old 2012-09-27, 09:57 AM   [Ignore Me] #51
Baneblade
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Re: Thoughts on new S-AMS


PS2 AMS need shield bubble, not cloak bubble.
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Old 2012-09-27, 11:12 AM   [Ignore Me] #52
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Re: Thoughts on new S-AMS


Originally Posted by Baneblade View Post
PS2 AMS need shield bubble, not cloak bubble.
I like it.
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Old 2012-09-27, 11:16 AM   [Ignore Me] #53
Bocheezu
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Re: Thoughts on new S-AMS


They seem OK; plenty of rocks to hide behind, even in the flat desert of the North.

I don't know if it's indended, but having them in the vehicle bay of Zurvan, behind every single shield, makes it super tough to take that base. Attackers have to destroy every shield generator (including the one by the capture point and just down the stairs from the vehicle bay) just got get to the vehicle bay.

I was surprised that you can't have spawning and vehicle ammo at the same time, so that felt like 50 cert points wasted. I think they halved the Prowler ammo capacity though, so probably not a total loss, but the Sundy driver should get +10 resupply bonus every time something gets ammo from it.

The handling on hills is just awful sometimes; the steering does absolutely nothing going down a hill and you just keep going and going and going in this straight line before you finally hit a flat spot where you can TURN. I realize this is supposed to mitigate the ability to roll over, but the thing is like a runaway beer truck and just doesn't ever slow down.
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Old 2012-09-27, 12:08 PM   [Ignore Me] #54
ringring
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Re: Thoughts on new S-AMS


Originally Posted by Gugabalog View Post
I like it.

No shield bubble .... the reason is if you go AMS hunting and you're successful you should get the reward.
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Old 2012-09-27, 01:28 PM   [Ignore Me] #55
Baneblade
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Re: Thoughts on new S-AMS


Originally Posted by ringring View Post
No shield bubble .... the reason is if you go AMS hunting and you're successful you should get the reward.
How would the shield bubble affect success of AMS hunting? I'm more concerned with spawn camping, and so is SOE apparently.
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Old 2012-09-27, 02:00 PM   [Ignore Me] #56
cBselfmonkey
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Re: Thoughts on new S-AMS


Originally Posted by Baneblade View Post
How would the shield bubble affect success of AMS hunting? I'm more concerned with spawn camping, and so is SOE apparently.
Give a deployed S-AMS a powerful, short ranged weapon? Like a deployable...cannon or something? Would certainly encourage people to take the thing out as opposed to just hanging around it to collect easy points. Give it a smallish firing arc to encourage smart deployment for defenders and strategic flanking for attackers.
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Old 2012-09-27, 09:02 PM   [Ignore Me] #57
Tiberius
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Re: Thoughts on new S-AMS


Like the shield bubble idea. Thing needs more armor.

Also like the cannon spec idea. It's a sitting duck, def needs AA if its not going to cloak.

AV and AI would be nice too (maybe one turret you can switch from AA to AV on?)
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Old 2012-09-28, 08:54 AM   [Ignore Me] #58
Baneblade
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Re: Thoughts on new S-AMS


Originally Posted by DjEclipse View Post
It will discourage AMS camping, waiting for enemy to spawn at AMS for easy kill.
I know, which is why I suggested it.
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Old 2012-09-28, 02:54 PM   [Ignore Me] #59
ringring
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Re: Thoughts on new S-AMS


Originally Posted by Baneblade View Post
How would the shield bubble affect success of AMS hunting? I'm more concerned with spawn camping, and so is SOE apparently.
Have a cloaking shield but not a shield bubble.

I don't mind the idea of spawn camping simply because if you're getting spawn camped at an ams it's essentially your choice.

This is not to be compared to the spawn camping we've recently seen at tower spawns and similar where it was down to being unable to enter the spawns when the tower flips.
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Old 2012-10-01, 02:07 PM   [Ignore Me] #60
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Re: Thoughts on new S-AMS


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