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2003-11-23, 12:23 AM | [Ignore Me] #1 | ||
Lieutenant Colonel
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Where you deploy up to 20 mines, 20 sensors, 10 turrets, etc. Then you leave and can't deploy any more at another base 5 km away? What's up with that, post here if you want that changed.
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4 days left 'til 4 more years. |
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2003-11-23, 12:44 AM | [Ignore Me] #3 | ||
Corporal
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I think if you recall then come back (bind at the base) your limit resets. The only down side is if your old deployables get a kill you dont get credit. Someone please correct me if this has change?
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2003-11-23, 01:08 AM | [Ignore Me] #4 | ||
Lieutenant Colonel
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CEs are a near non-existent class, A few turrets, sensors and mines, that's enough to give the offense a real challenge. As it is now, the offense rolls in a Max, a couple tanks, an AMS, a Hacker, and some soldiers, and that base is as good as taken. With mines, they go through delicately removing them, turrets are mincing the careless fighters, sensors detect cloakers, that base is a fortress. A base capture becomes a real task, and it takes about 10 minutes for a good defense structure anyway, so who cares? 10 minutes to put up, 2 reavers and a tank take about 4 minutes to bring it down. But those deployables will be holding the enemy for a bit while a defense can be started, that's all they need to do.
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4 days left 'til 4 more years. |
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2003-11-23, 04:53 AM | [Ignore Me] #7 | ||
Contributor Major
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CE is the gimp. I'm not saying that I believe you should be able to deploy an infinite number of mines. (you shouldnt it's a balance issue) Spits are easy to deal with, mines wont even kill infantry. (and are easy to avoid) and since the patch the greatest plus side to CE (their ability to take out vehicles) has been signifigantly gimped. I whould like to see an antivehicle mine (as people are no doubt aware). However the final assesment is that compared to advanced medic CE's dont have too bad a lot.
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The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. |
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2003-11-23, 05:36 AM | [Ignore Me] #9 | ||
Contributor Major
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Two concepts I have in mine, CE's should be limited to 1-2 of these placed at a time. THey are visible in the normal manner similar to a spitfire. 2-3 should take out a main battle tank, they whould not affect infantry. Two concepts i have thought of is they could either be destroyed regularly, having the hitpoints of a spitfire, or only be destroyed by EMP weaponry.
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The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. |
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2003-11-24, 02:50 AM | [Ignore Me] #12 | ||
why would you limit how many they can have. It destroys and entire type of character. One of which i want to play badly?!
And how many can you have? And can you tell when you hit the max so you dont have to go back and check to see if there dissapearing? Cant you take out mines with weapons fire or something? Or use weapons fir to detonate them. Mines and Boomers that is. Last edited by Ait'al; 2003-11-24 at 02:53 AM. |
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2003-11-24, 03:32 AM | [Ignore Me] #13 | ||
First Lieutenant
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CE is sufficient for now, except for Mines. They need to beef those up so they put a real hurt on vehicles again.
CE has always been about buying time more than anything else; it makes the enemy slow down at the base entrance, helps you find infiltrators and gives you a helping hand in tense combat situations. It raises the effective of a base defense that is only defended by 30 people seem like its being defended by 50. It doesn't get bored and walk away from the back door to go look for something to kill. With CE many battles that should have been lost by the defender have been won. Aside from buying time, it also acts as a very nice form of containment. The enemy walks around a corner, sees a mine or spitfire, and they hesitate; or if you are limping away to repair, a turret between you and the enemy gives you enough time to heal and go back for the kill. |
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2003-11-24, 04:51 AM | [Ignore Me] #14 | ||
Major
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The people complaining about CE limits are forgetting this is a team based game. 4 Engineers maxing out their deployables in and around a base is a sight to behold.
I can still remeber the site of the NC squad who hotdropped straight into spitfire city. Deployables are to stop one or two people taking a base on their own (or slow it down if theres no-one around to replace destroyed ones) The only thing I'd change is their size in my inventory. [Edit] Oh, and a window i can open to see how many of each type I have left. I once had 18 mines destroyed and didn't even know it.
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Last edited by TeraHertz; 2003-11-24 at 04:55 AM. |
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2003-11-24, 05:43 AM | [Ignore Me] #15 | ||
Master Sergeant
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Anti vehicle mine? I can make one of those. 2 boomers + 1 mine. A MAG can hit about 3 of those and die.
Edit: Some friends of mine figured this out one time. We find a continent where are empire is losing, find a tower. Set up a shit load of turrets motions and mines, hack it, then talk shit to the enemy to get them to come. We get more xp at those towers then getting a full base cap. The most beautiful thing I've seen in planetside was yesterday. Since the turrets have been buffed, we make sure those stay up. We had a field of turrets consisting of 4 CE's maxing out on turrets. In comes a reaver. It makes it about 10 kilometers in. All the spits fire simultaneusly. All the little red beams looked like a laser show. The reaver was dead before it even made half way.
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"That kid's got problems" - 10 year recruiter for the NAVY Last edited by Otis; 2003-11-24 at 05:48 AM. |
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