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Old 2013-05-12, 09:40 AM   [Ignore Me] #1
ringring
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Saurva New Base Layouts on Public Test


It's rough and ready and there's no sound ... the reason is of course that I have no talent.


Regardless of the video quality I think these changes are good.
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Old 2013-05-12, 10:21 AM   [Ignore Me] #2
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Re: Saurva New Base Layouts on Public Test


I still don't understand the reasoning behind these teleporters leading from one territory to another, or into the base to be precise. Somebody once said (I think it was Roy), that the teleporter concept needs to be reworked if they are to turn satellites into full-fledged facilities.
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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 2013-05-12, 11:05 AM   [Ignore Me] #3
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Re: Saurva New Base Layouts on Public Test


it seems to be a step into the right direction, but i agree on the teleporters.
get rid of them completely and introduce the router instead!

if people want to teleport into a base, they have to get a cloaker in there to set up a telepad!
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Old 2013-05-12, 11:27 AM   [Ignore Me] #4
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Re: Saurva New Base Layouts on Public Test


One other thing.

The generator to the SCU has been removed. I don't like this. Bio Labs were the best bases to attack or defend and the pivot of the battle was the SCU generator room.

I think this will make the experience worse.

The devs keep doing this for some reason. Tech plants used to be good until they were 'improved' I fear this is a similar 'improvement'.
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Old 2013-05-12, 11:49 AM   [Ignore Me] #5
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Re: Saurva New Base Layouts on Public Test


Originally Posted by ringring View Post
One other thing.

The generator to the SCU has been removed. I don't like this. Bio Labs were the best bases to attack or defend and the pivot of the battle was the SCU generator room.

I think this will make the experience worse.

The devs keep doing this for some reason. Tech plants used to be good until they were 'improved' I fear this is a similar 'improvement'.
its because large outfits were basically turning the tech plants into farms just like the biolabs are but worse.
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Old 2013-05-12, 11:54 AM   [Ignore Me] #6
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Re: Saurva New Base Layouts on Public Test


Originally Posted by Timealude View Post
its because large outfits were basically turning the tech plants into farms just like the biolabs are but worse.
Mmmm, disagree.

Tactics wins out in both circumstances. I've been in squads that have broken defences at both old-time Techs and at Bio's.

Either defending or attacking Bio's can turn into a farm if done right.
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Old 2013-05-12, 12:01 PM   [Ignore Me] #7
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Re: Saurva New Base Layouts on Public Test


here is an idea. Put consoles on eaither side of the teleporter and amke it so you have to control both of them for the teleporter to work. These woudl be hacked by infiltrators and flip whe the base changes ownership. That way you still have the teleporters but you need top make an effort to activate them and maintain them.

Would also be helpfull in kicking out the people who decide to "farm" from inside the teleporter rooms like a bunch of cowards.
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Old 2013-05-12, 12:31 PM   [Ignore Me] #8
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Re: Saurva New Base Layouts on Public Test


Originally Posted by MrMak View Post
here is an idea. Put consoles on eaither side of the teleporter and amke it so you have to control both of them for the teleporter to work. These woudl be hacked by infiltrators and flip whe the base changes ownership. That way you still have the teleporters but you need top make an effort to activate them and maintain them.
This is win.
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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 2013-05-12, 12:47 PM   [Ignore Me] #9
AThreatToYou
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Re: Saurva New Base Layouts on Public Test


WALLS.
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Old 2013-05-12, 02:53 PM   [Ignore Me] #10
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Re: Saurva New Base Layouts on Public Test


Originally Posted by ringring View Post
The devs keep doing this for some reason. Tech plants used to be good until they were 'improved' I fear this is a similar 'improvement'.
Tech plants are far better now, they used to just be meat grinders on the back doors, since they put in the balcony gal drops are viable
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Old 2013-05-12, 05:23 PM   [Ignore Me] #11
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Re: Saurva New Base Layouts on Public Test


Wow. It actually looks defensible now.

/rubs hands
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Old 2013-05-12, 05:31 PM   [Ignore Me] #12
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Re: Saurva New Base Layouts on Public Test


With all of the changes I keep finding out about, I think it's finally time to drop some money on this game. A lot.. of money.
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Old 2013-05-12, 10:12 PM   [Ignore Me] #13
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Re: Saurva New Base Layouts on Public Test



http://www.planetside-universe.com/s...ghlight=saurva
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Old 2013-05-12, 10:26 PM   [Ignore Me] #14
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Re: Saurva New Base Layouts on Public Test


Originally Posted by Shogun View Post
it seems to be a step into the right direction, but i agree on the teleporters.
get rid of them completely and introduce the router instead!

if people want to teleport into a base, they have to get a cloaker in there to set up a telepad!
Adding a router like vehicle would be horrible in this game since you have light assaults that can jump over walls and onto buildings etc. Getting in and setting up a router would be trivial and then have zergs pour forth into bases that many people already argue are difficult enough to defend.
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Old 2013-05-13, 12:15 AM   [Ignore Me] #15
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Re: Saurva New Base Layouts on Public Test


Originally Posted by Redshift View Post
Tech plants are far better now, they used to just be meat grinders on the back doors, since they put in the balcony gal drops are viable

True but before they added the balcony they nerfed its defensive capability too hard by putting gens that take down the shields into hard to defend shacks outside. It has the effect of allowing greater numbers to just overwhelm by quickly removing the choke points. Before that you pretty much needed shield breaker Sunderers to deliver men inside to cause chaos an blow up the enemy Sunderer which could win the battle.

Now that more entrances are added I don't really think the gens should be outside in shacks. One should probably be on the roof area, and another on the first floor somewhere but still inside the base.
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