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Old 2011-09-16, 05:45 AM   [Ignore Me] #91
Traak
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Re: Lunch interview with Higby: Complete


Originally Posted by Captain1nsaneo View Post
At the very end Mr.Higby mentions a self kill command. PS used to have the command /suicide, it was removed because players would make a macro for it and hit it just before they died denying BEP to whoever killed them. If PS2 is to have such a command I'd recommend adding a timer to it similar to instant action.
Better yet: dish out the xp to whatever enemy damaged you last that you haven't healed from when you kill yourself, so it is as if they made the kill. AND, you get grief for suicides.

Last edited by Traak; 2011-09-16 at 05:53 AM.
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Old 2011-09-16, 05:57 AM   [Ignore Me] #92
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Re: Lunch interview with Higby: Complete


Not sure if many other people in Higby's position would agree to this so well done to him and thanks for the great amount of information you got.
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Old 2011-09-16, 06:25 AM   [Ignore Me] #93
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Re: Lunch interview with Higby: Complete


narf.

i just lost a lot of anticipation...

no spitfires? really? that´s the worst thing i heard about ps2 yet :-(

the only shooters i liked so far were shooters where i could place sentry guns :-(
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Old 2011-09-16, 07:03 AM   [Ignore Me] #94
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Re: Lunch interview with Higby: Complete


Originally Posted by Shogun View Post
no spitfires? really? that´s the worst thing i heard about ps2 yet :-(
Sentry guns slow every game down, so I kind of understand what was the most likely reason behind this move. They were a useful tool, though, slightly dulling an enemy's surprise attacks on facilities, to give you a better shot at responding.

I hope they change their minds eventually.

This also makes me wonder if they keep or remove mines, since they're anything but in-your-face action-oriented.
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Old 2011-09-16, 08:17 AM   [Ignore Me] #95
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Re: Lunch interview with Higby: Complete


GREAT JOB to NapalmEnigma! Very good interview, loads of interesting info.


Also good intro and outro Hamma =))))))))))
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2011-09-16, 08:22 AM   [Ignore Me] #96
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Re: Lunch interview with Higby: Complete


Yeah great jobs on the interview!

This has been the best week ever for PS2 information.
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Old 2011-09-16, 08:25 AM   [Ignore Me] #97
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Re: Lunch interview with Higby: Complete


Not sure whether I understood it right but from what I can gather there won't be a situation similar to a tech plant if you don't ever need resources for vehicles?

One of the key ways to alter a fight was to deny bonuses such as being able to pull your prowlers by taking down generators so i'm a little apprehensive if nothing similar is in the game :S
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Old 2011-09-16, 08:41 AM   [Ignore Me] #98
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Re: Lunch interview with Higby: Complete


One of the things I liked about vehicular combat in PS1 was the fact that drivers didn't have to worry about gunning. So is every tank going to be a lightning now?
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Old 2011-09-16, 09:30 AM   [Ignore Me] #99
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Re: Lunch interview with Higby: Complete


Cloakers don't have armor, why would you think cloakers have shields?.


There's a very pretty tree outside my friend's window
I wish I brought my camera so I could show everyone.
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Old 2011-09-16, 09:39 AM   [Ignore Me] #100
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Re: Lunch interview with Higby: Complete


Originally Posted by NewSith View Post
GREAT JOB to NapalmEnigma! Very good interview, loads of interesting info.


Also good intro and outro Hamma =))))))))))
Thanks! We were able to shuffle a bit of background noise out as well. Napalm did an awesome job in the interview - stayed on task the whole time. Nice work!

Originally Posted by Miir View Post
Yeah great jobs on the interview!

This has been the best week ever for PS2 information.
Indeed!

Also:



Classic!
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Last edited by Hamma; 2011-09-16 at 09:41 AM.
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Old 2011-09-16, 09:40 AM   [Ignore Me] #101
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Re: Lunch interview with Higby: Complete


Hmm. My defenses question wasn't meant to be exclusively geared towards CE. I've always been disappointed in PS1 that you've got things like wall turrets, but whenever an attacker rolls up, they're all automated because nobody's THERE defending the base (because nobody was attacking it yet).

But manned deployable turrets; I can't complain about the info we got out of the question regardless.

But Higby, if you read this, I'm glad I brought up something you hadn't thought of, and I hope you'll also give some thought to making it fun or rewarding to occasionally defend a place where you THINK a fight's going to come, so that when the attackers roll up, they're fighting a manned defense instead of assaulting an empty base with some automated defenses for the first minute or whatever.
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Old 2011-09-16, 09:49 AM   [Ignore Me] #102
FIREk
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Re: Lunch interview with Higby: Complete


Originally Posted by kaffis View Post
But Higby, if you read this, I'm glad I brought up something you hadn't thought of, and I hope you'll also give some thought to making it fun or rewarding to occasionally defend a place where you THINK a fight's going to come, so that when the attackers roll up, they're fighting a manned defense instead of assaulting an empty base with some automated defenses for the first minute or whatever.
Waiting somewhere in case of an attack seems boring. On the other hand, if the automated mission system were to, for instance, send some TR players to location X a minute or two before it sends a bunch of NC players to attack location X, now that would be awesome.

Kind of like the dispatch system in APB.
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Old 2011-09-16, 09:52 AM   [Ignore Me] #103
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Re: Lunch interview with Higby: Complete


Originally Posted by FIREk View Post
Waiting somewhere in case of an attack seems boring. On the other hand, if the automated mission system were to, for instance, send some TR players to location X a minute or two before it sends a bunch of NC players to attack location X, now that would be awesome.

Kind of like the dispatch system in APB.
That'd be interesting but unless they put missions on every hexagon that doesn't have action - Alot of us are just going to go "hey, this fight is getting old, let's attack hexagon H15"
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Old 2011-09-16, 10:11 AM   [Ignore Me] #104
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Re: Lunch interview with Higby: Complete


Originally Posted by Graywolves View Post
That'd be interesting but unless they put missions on every hexagon that doesn't have action - Alot of us are just going to go "hey, this fight is getting old, let's attack hexagon H15"
To be honest, I can't even imagine PS2 having a nearby "attackable" hexagon with no action. At least that's how I imagine PS2's frontline hexes - a massive clusterfuck. :P

I wonder if and how the rest of the map will be used, as odds are that the front line won't move much...
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Old 2011-09-16, 10:20 AM   [Ignore Me] #105
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Re: Lunch interview with Higby: Complete


Wow, lots of great info. Nicely done.
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