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Old 2012-01-18, 10:50 PM   [Ignore Me] #46
wormywyrm
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Re: Twitter Chat and Nanite Systems Galaxy


Originally Posted by Sirisian View Post
detect enemies -> OS. Tried and true method.
Or as I always did it: Cloaker -> find AMS -> Suicide -> Liberator perfectly over waypoint -> Kills
But we know it was more than just this... Alt accounts, friends on other empires, and hacks all contributed to AMS' short lifespan. When the game first came out an AMS set up was a big deal, hard to take down, and considered a capture point in many ways onto itself. That disappeared as the community aged, but I would like to see galaxies being a 'bigger deal' in PS2, like the AMS' were when PS1 first launched.

Meaning, if the enemy found out where the galaxy is, that doesnt mean its going to be destroyed within 30 seconds... An ensuing interesting battle where the galaxy may escape would be preferred.
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Old 2012-01-18, 10:54 PM   [Ignore Me] #47
CutterJohn
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Re: Twitter Chat and Nanite Systems Galaxy


Originally Posted by Squeegeez View Post
I do like this change, parachuters are easier to hit than a near-straight moving meteor (hot droppers from PS1). They also capture a nicer visual element, like something out of a WWII sortie, where there are crashing planes and parachutes all over. Definitely a step up from an explosion and a hot-dropper.

I'm also curious what kind of "complications" they are talking about when using parachutes.
Sounds very much to me like other aircav will have to use parachutes.
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Old 2012-01-18, 10:56 PM   [Ignore Me] #48
Baron
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Re: Twitter Chat and Nanite Systems Galaxy


Now...

Take the Galaxy as we now know ...

1) Keep gunner positions
2) Remove additional squad capacity; Replace with undercarriage for suspending a vehicle
3) Remove spawn tubes / equipment terms; Replace with vehicle repair / rearm station

Now you have a wicked GAL variant (maybe real high in the GAL skill tree?) that can replace the Loadstar.
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Old 2012-01-18, 11:05 PM   [Ignore Me] #49
texico
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Re: Twitter Chat and Nanite Systems Galaxy


Or, they could make the Loadstar. Why not?
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Old 2012-01-18, 11:13 PM   [Ignore Me] #50
Hmr85
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Re: Twitter Chat and Nanite Systems Galaxy


Interesting, I was really worried about how they where going to do spawning with the AMS being out of the game. But after reading this I feel a lot better about it. I'm really happy they limited spawning on the galaxy to only while its deployed and on the ground. My only fear is that this thing is gonna be Reaver bait unless they give it some sort of a cloaking field like the AMS had. I can't wait to check it out in the beta.
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Old 2012-01-18, 11:20 PM   [Ignore Me] #51
SKYeXile
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Re: Twitter Chat and Nanite Systems Galaxy


Originally Posted by Hmr85 View Post
Interesting, I was really worried about how they where going to do spawning with the AMS being out of the game. But after reading this I feel a lot better about it. I'm really happy they limited spawning on the galaxy to only while its deployed and on the ground. My only fear is that this thing is gonna be Reaver bait unless they give it some sort of a cloaking field like the AMS had. I can't wait to check it out in the beta.
I think if it had a top mounted AA gun, equivalent to a max it would offer some deterant, since i guess you cant spawn maxes from it....if you can well then no AA gun. considering the amount of it has it would be hard to take down.

also there is the possibility of a engineer to lay cloak bubbles still.
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Old 2012-01-18, 11:37 PM   [Ignore Me] #52
nomotog
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Re: Twitter Chat and Nanite Systems Galaxy


Also sense its a spawn spot, you can have people spawning in with rockets and repair packs. That could keep it going for awhile depending on how strong it's armor is.
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Old 2012-01-18, 11:40 PM   [Ignore Me] #53
Talek Krell
Lieutenant Colonel
 
Re: Twitter Chat and Nanite Systems Galaxy


I think dropping the ability to spawn troops on the move is a shame. I was looking forward to having hot dropping be a primary spawn method. Would have been an interesting sight, to say the least. Maybe it'll show up in a highly specialized variant. . .

Originally Posted by CutterJohn View Post
Sounds very much to me like other aircav will have to use parachutes.
I had not considered that interpretation, but I see what you mean. Probably a good question to bother them with on twitter.
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Old 2012-01-18, 11:43 PM   [Ignore Me] #54
SKYeXile
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Re: Twitter Chat and Nanite Systems Galaxy


Originally Posted by Talek Krell View Post
I think dropping the ability to spawn troops on the move is a shame. I was looking forward to having hot dropping be a primary spawn method. Would have been an interesting sight, to say the least. Maybe it'll show up in a highly specialized variant. . .

I had not considered that interpretation, but I see what you mean. Probably a good question to bother them with on twitter.
yea i was thinking for a time been there we would see galaxies flying in circles droppings troops constantly, but i think having the deployable spawn point is better anyway since it creates clear battles lines on the map.
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Old 2012-01-19, 12:16 AM   [Ignore Me] #55
BorisBlade
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Re: Twitter Chat and Nanite Systems Galaxy


Originally Posted by SKYeXile View Post
I think if it had a top mounted AA gun, equivalent to a max it would offer some deterant, since i guess you cant spawn maxes from it....if you can well then no AA gun. considering the amount of it has it would be hard to take down.

also there is the possibility of a engineer to lay cloak bubbles still.
I think he means even with aa you can get in and atleast get one spam off before you get chased off so a few hit and runs and you destroy it. You have to understand this thing is not moving at all, it takes no skill to hit it, no leading at all. And its the size of a house so you barely have to aim either. You could sit a mile away and hit the target since its not moving and AA would be at a big disadvantage since you can easily escape at that range. Without some regenerating shields at very least it would die very fast and easy. Now if it had some cloaking of some sort or some other cool mechanics we dont know about yet, then it could change.

I'm very interested to see what they do to make the vehicle work if its not a simple cloak. Personally, i think it would be cool if it didnt cloak but had other interesting and unique methods to survive and that the sunderer had some loadout that would give it the AMS functionality too plus cloaking, but maybe with a longer spawn timer and less features, aka no flight, no weapons, no rearm, far less armor, or whatever. Lots of choice, where everything is useful with ups and downs to each, thats what would make the game work the best.
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Last edited by BorisBlade; 2012-01-19 at 12:18 AM.
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Old 2012-01-19, 12:19 AM   [Ignore Me] #56
sylphaen
Lieutenant Colonel
 
Re: Twitter Chat and Nanite Systems Galaxy


They could do the same thing in PS1 but we had engineers and I do not see people complaining about the AMS.

Unless in PS2 vehicles have paper and engineers repair is OP, it could end up being ok.

It's hard to tell right now.
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Old 2012-01-19, 12:23 AM   [Ignore Me] #57
BigBossMonkey
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Re: Twitter Chat and Nanite Systems Galaxy


Instead of giving the Galaxy itself a cloaking field, why not have one for engineers as a deployable?
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Old 2012-01-19, 12:38 AM   [Ignore Me] #58
Magpie
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Re: Twitter Chat and Nanite Systems Galaxy


Originally Posted by OnlinePirate View Post
everybody in the game is going to get this certification lol
Haha not me but you can be my taxi if u wish

It looks like a great ideal no need for a lodster, this wil mak the game faster past and not overpowered
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Old 2012-01-19, 01:00 AM   [Ignore Me] #59
xSquirtle
Staff Sergeant
 
Re: Twitter Chat and Nanite Systems Galaxy


Kind of hate the fact that they took out the AMS. I liked the idea of making a fix location a spawning point.

Whats to stop 100 people flying these in, with unlimited amounts of spawning abilities? I fear the defenders will always be the losers in a fight, due to non-stop spawning action at random locations.
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Old 2012-01-19, 01:03 AM   [Ignore Me] #60
Lonehunter
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Re: Twitter Chat and Nanite Systems Galaxy


So for Planetside 2 the mobile spawn point has..

lost a cloak bubble (assumption)
gained "static defense" while deployed
gained more maneuverability
gained more armor

It's really just a better support vehicle over all. Someone mentioned it can get to places ground vehicles can't, that's huge. Not only can it change locations a lot quicker then an AMS, it can bring 12 people to deploy instantly on arrival, or at another location on the way. It gives something the Gal pilot and gunners something to do after dropping a squad off. There's a lot more tactical scenarios that could come up.

What I really want to know, is what those two little sensor-like objects are under the nose. I've suspected the Galaxy would have support options wile flying, like radar, jamming, some command options, I'd love for them to repair air vehicles in flight. Maybe one of those is a camera for a gunner, all he does is laze targets and fires a missile.
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