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Old 2012-01-19, 08:42 PM   [Ignore Me] #106
Hmr85
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Re: Twitter Chat and Nanite Systems Galaxy


you mean this?



similar to what I put back on page 6. I said that would be a great strategy. Especially if they gave engineers deployable walls.
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Old 2012-01-19, 09:00 PM   [Ignore Me] #107
Khellendros
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Re: Twitter Chat and Nanite Systems Galaxy


Did you all see that Radar dish in the near background of the second image? Do yas think that is going to be destructible?

Last edited by Khellendros; 2012-01-21 at 05:37 PM.
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Old 2012-01-19, 09:18 PM   [Ignore Me] #108
Hmr85
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Re: Twitter Chat and Nanite Systems Galaxy


No Destructible Environments at launch from what I hear. As for the radar dish, maybe down the road.
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Old 2012-01-19, 11:57 PM   [Ignore Me] #109
Aaron
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Re: Twitter Chat and Nanite Systems Galaxy


They just made one of the most prominent symbols of Planetside even better!
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Old 2012-01-19, 11:58 PM   [Ignore Me] #110
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Re: Twitter Chat and Nanite Systems Galaxy


So there's a big deal about wanting a cloaking bubble and adequate defenses for a newly deployed Galaxy. How about something fairly simple. Let it put out a reasonably sized Sensor Shield? Couple that with where it's deployed ( a forest clearing, a crevice that's just big enough to fly into) would certainly be an option.

Placement is going to be important along with a flight crew that couples as ground defense of the Gal. Base defenders, protect your CC, Spawns and Generators. Attackers must defend their Galaxies at the same time. Sounds like a real tactical battle. Do you think there will be only one of these at a base fight?


Another thought is maybe a camo net that could be erected as a visual deterrent along with a sensor dampner would give some fairly adequate passive defenses. And if this thing were tough enough it could be almost as strong as say a tower? A BFR still requires adequate damage to be inflicted before it fails, or maybe once it's deployed it gets a fortification boost to its armor.

Keep in mind too that no bind or spawn restriction options have been mentioned as of yet (vehicle menu -> spawn -> outfit only/squad only/ available to all)


My main point is right now, this isn't going to be PS1, stop thinking PS1 restrictions. Gaming technology and programming have come a fair ways since then. A number of the tactical dynamics have already changed and we've yet to have a REAL experience of how the game will play. SOE does keep mentioning territory, every square inch being important. Think I'd be wanting these while surveying or scouting out new territory for the VS. Time to think outside the PS1 box folks.
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Old 2012-01-20, 12:44 AM   [Ignore Me] #111
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Re: Twitter Chat and Nanite Systems Galaxy


I am kind of confused here. We have a vehicle with 4 guns and the ability to summon a almost unlimited stream of defenders and healers. Seems like it would be fairly easy to keep alive. Yet it looks to be a rather common idea that this thing needs cloaking or it will be destroyed like a ice swan in a smelting plant. Now I know why this is. You have all played PS1 and are aware of some secret PS1 info that I'm not, so what was so underpowered about the AMU that steams of healers and defenders couldn't keep alive?
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Old 2012-01-20, 12:56 AM   [Ignore Me] #112
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Re: Twitter Chat and Nanite Systems Galaxy


Originally Posted by nomotog View Post
You have all played PS1 and are aware of some secret PS1 info that I'm not, so what was so underpowered about the AMU that steams of healers and defenders couldn't keep alive?
The big one was the orbital strike to instantly destroy an AMS or other stationary target. Another was just simplying flying and shooting them to death from afar. I used to kill AMS using my liberator nose gun. If hovering is disadvantageous now it might no be a problem, but with the power of those rockets they showed I imagine landing a whole set of rockets on a target that large won't be hard especially from afar away assuming the rockets don't detonate after 300 meters or something.

Basically if I'm just flying into the battle and I see a spawn point I'm going to try to kill it. If it's cloaked I might pass right by it. Huge advantage.

Last edited by Sirisian; 2012-01-20 at 12:57 AM.
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Old 2012-01-20, 01:18 AM   [Ignore Me] #113
Ale
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Re: Twitter Chat and Nanite Systems Galaxy


The galaxy would drop troops on target and then retreat to a safe distance, land and deploy, but it won't need to be a base, hence "Forward staging and fall back point". Upon death, the people it dropped off would spawn back into it, reequip and get back in the air for another drop. This eliminates the headaches large Gal outfits had with co-ordination, binds at bases, Dropship center availability, etc.

I don't think they are intended to be parked at back doors and used as siege engines...

Last edited by Ale; 2012-01-20 at 01:21 AM. Reason: Accurate quote.
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Old 2012-01-20, 02:13 AM   [Ignore Me] #114
Shade Millith
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Re: Twitter Chat and Nanite Systems Galaxy


So long as Spawning is restricted to large, deployed things like the Galaxy or AMS (No magically spawning on squad mates ala Battlefield), I'm happy.

Doesn't matter what the vech is, so long as it has to be deployed.

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Old 2012-01-20, 02:15 AM   [Ignore Me] #115
SKYeXile
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Re: Twitter Chat and Nanite Systems Galaxy


Originally Posted by Shade Millith View Post
So long as Spawning is restricted to large, deployed things like the Galaxy (No magically spawning on squad mates ala Battlefield) or AMS, I'm happy.

Doesn't matter what the vech is, so long as it has to be deployed.
you can spawn on squad mates or a squad leader in PS2(they need to be speced for it), but only outside, there is also a timer involved somehow, you drop from a HART/orbit pod onto the squad leader.
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Old 2012-01-20, 02:23 AM   [Ignore Me] #116
Shade Millith
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Re: Twitter Chat and Nanite Systems Galaxy


Originally Posted by SKYeXile View Post
you can spawn on squad mates or a squad leader in PS2(they need to be speced for it), but only outside, there is also a timer involved somehow, you drop from a HART/orbit pod onto the squad leader.
If it works kinda like the old HART system, dropping back on your friends from sanc and can't be within a certain range of a bases SOI, that's fine. (Hopefully with a few minute or timer at least).
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Old 2012-01-20, 05:56 AM   [Ignore Me] #117
Figment
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Re: Twitter Chat and Nanite Systems Galaxy


Originally Posted by Shade Millith View Post
If it works kinda like the old HART system, dropping back on your friends from sanc and can't be within a certain range of a bases SOI, that's fine. (Hopefully with a few minute or timer at least).
That's more or less what was described. Removed a few of the major concerns about it for me.

But yeah, Galaxy is going to be one fragile spawnpoint.


As someone said, the intend could be you deploy respawn and go back in, but that is not going to sustain a siege (indeed, it is not a very suitable siege engine). But that said, I wouldn't want the game to revolve around constantly trying to shoot down 40 Galaxies at once either. I don't mind spawns on the deployed Gal itself for use as a staging point, but it is not enough for me to guarantee varied play. Nor is it enough to create situations where you can get close enough to a fully occupied enemy base to setup a nearby spawn point in order to cut down on the ever so important travel time from spawn point to control sites (not to mention to cut down on dangerous farming zone routes through the open field).



Do realise that a symmetrical distribution of Galaxy guns means you can only use half to 3/4ths of the guns. And that deployment orientation with respect to terrain is therefore going to be absolutely crucial. I hope there's going to be enough options, because with a volume four to five times that of an AMS, you can't use the tiniest slope in the terrain to protect it from taking constant damage (which you can with a low profile unit like the AMS).

Last edited by Figment; 2012-01-20 at 05:57 AM.
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Old 2012-01-20, 06:00 AM   [Ignore Me] #118
Knocky
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Re: Twitter Chat and Nanite Systems Galaxy


Originally Posted by nomotog View Post
I am kind of confused here. We have a vehicle with 4 guns and the ability to summon a almost unlimited stream of defenders and healers. Seems like it would be fairly easy to keep alive. Yet it looks to be a rather common idea that this thing needs cloaking or it will be destroyed like a ice swan in a smelting plant. Now I know why this is. You have all played PS1 and are aware of some secret PS1 info that I'm not, so what was so underpowered about the AMU that steams of healers and defenders couldn't keep alive?

Number one....good luck getting people to actually SIT in the parked Gal while their friends advance the front line.

Number two....OS's

Number three....Looking at the weapon placement in the pix released, there is not one that will fire ABOVE the Gal ( parked Gal = AirCav bait )

Number four....Tanks will own a parked Gal BECAUSE, if a Gal was equipped with AV that was worth a damn, then it would be a GG and the Lib would have no role.


All that being said....I will probably be flying mores Gals then driving Vannies.
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Old 2012-01-20, 06:08 AM   [Ignore Me] #119
Figment
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Re: Twitter Chat and Nanite Systems Galaxy


Speaking of gun layout, I think there is a bottom mounted front gun option (empty socket) in that image, but didn't see any others.

If that is one of the gun emplacements and not say... a targeting laser or whatever, who would man a bottom mounted front gun once a Gal has actually landed and deployed?

And yeah, I presume as well that the other guns are located where they are for the PS1 Galaxy, considering the plating cues on the earlier image we got of the new Galaxy:


http://www.planetside-universe.com/m...hp?img_id=1611

Last edited by Figment; 2012-01-20 at 06:37 AM.
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Old 2012-01-20, 06:17 AM   [Ignore Me] #120
Knocky
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Re: Twitter Chat and Nanite Systems Galaxy


If they would just take a look at the B-17 from decades ago then this would not be an issue.

The self defense weapon placements are great on the Flying Fortress.





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