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Old 2012-01-20, 08:05 PM   [Ignore Me] #1
Hamma
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Post Major Q&A Takeaways


Here's some of the big items from the Q&A:
  • Sunderers repair nearby vehicles and resupply ammo
  • Galaxies can be deployed in the space they land
  • Bailing out will require additional training for non-Galaxy air vehicles.
  • Each vehicle has it's own skill tree
  • Any class can spawn into galaxies
  • Sunderer passenger slots are no longer limited to class (all MAX's for example)
  • Deliverer is not planned for launch.
  • Some of the weapons on the Galaxy will be switchable to anti-air weapons.
  • Currently the Galaxy can only be spawned at a tech plant or at a warpgate.
  • Bombs will not be in at release.

Check at the bottom of this page for a pretty good rundown.

http://www.planetside-universe.com/p...tracker-97.htm
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Last edited by Hamma; 2012-01-20 at 08:15 PM.
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Old 2012-01-20, 08:06 PM   [Ignore Me] #2
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Re: Major Q&A Takeaways


Cool information. Glad to see the Sunderer becoming good.
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Old 2012-01-20, 08:08 PM   [Ignore Me] #3
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Re: Major Q&A Takeaways


Hmm, interesting take on the Sunderer this time around. Functions more like a Lodestar and the Galaxy is an AMS this time around.

I still think we could use actual support vehicles to fill that role instead of a vehicle having additional abilities that I assume you train in. Whatever, guess we'll see how it plays.

EDIT: A few other points...



Q: sepomat Sebastian Handrik

@planetside2 Will we be able to customize ammo? Take fewer bullets so you can fit more rockets?



A: twothreesix joshua sanchez

@BastiVC @planetside2 Each weapon on your loadout will have its own self-contained ammo pool. No trading off.

So they're really done away with any free form inventory? That's really disappointing to hear.



Q: Skulljagger Travis

@Planetside2 Will the galaxy be able to cloak when delployed into ams?



A: kevmo0 Kevin Moyer

@Skulljagger @Planetside2 Galaxy currently does not have the option to cloak.

Gal sounds like dead meat once it touches down.




Q: Sirisian2 Brandon Andrews

@planetside2 So are bombs a customization option for the Liberator or are bombs gone from the game? Any chance of creating a new bomber?



A: kevmo0 Kevin Moyer

@Sirisian2 @planetside2 No bombs for launch. Possible for post launch for either fighters or liberator.


No bombs for Lib? wat?
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Old 2012-01-20, 08:14 PM   [Ignore Me] #4
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Re: Major Q&A Takeaways


OMG bailing will return from fighters, WONT SOMEBODY PLEASE THINK OF THE N00BS!
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Old 2012-01-20, 08:29 PM   [Ignore Me] #5
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Re: Major Q&A Takeaways


oo late one....

SKYeXile_FC SKYeXile
@planetside2 Can any of the classes drop an ammo dispensing box like the support in BF3 or the engineer in TF2?


Margaret Krohn
@PurrfectStorm Margaret Krohn
@SKYeXile_FC @planetside2 Yes. =P
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Old 2012-01-20, 08:32 PM   [Ignore Me] #6
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Re: Major Q&A Takeaways


Having set ammo pools and no inventory is really disappointing. PS is too big of a game with too much going on to be able to rely on preset loadouts like that. You need to be able to taylor yourself to certain situations since there's a lot more going on at any given time than just 'Attackers vs Defenders' like any old FPS.

Would be a lot more comfortable knowing that inventories are still on the table if preset loadouts suck in alpha, like what's been confirmed for other mechanics (killcams)
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Old 2012-01-20, 08:45 PM   [Ignore Me] #7
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Re: Major Q&A Takeaways


Originally Posted by DeeTwoEh View Post
Hmm, interesting take on the Sunderer this time around. Functions more like a Lodestar and the Galaxy is an AMS this time around.

I still think we could use actual support vehicles to fill that role instead of a vehicle having additional abilities that I assume you train in. Whatever, guess we'll see how it plays.

EDIT: A few other points...



Q: sepomat Sebastian Handrik

@planetside2 Will we be able to customize ammo? Take fewer bullets so you can fit more rockets?



A: twothreesix joshua sanchez

@BastiVC @planetside2 Each weapon on your loadout will have its own self-contained ammo pool. No trading off.

So they're really done away with any free form inventory? That's really disappointing to hear.


Really disappointed. I've been ecstatic with the way the visual team has been designing the game and some of the general decisions that have been made (Screens with similar finish to PS1, weather, same vehicles/weapons as PS1), but based on what we know, some of the changes in game play mechanics have been a real disappointment. As ever, really want to get into Beta/the game and try it out though.



Q: Skulljagger Travis

@Planetside2 Will the galaxy be able to cloak when delployed into ams?



A: kevmo0 Kevin Moyer

@Skulljagger @Planetside2 Galaxy currently does not have the option to cloak.

Gal sounds like dead meat once it touches down.


[COLOR="rgb(0, 191, 255)"]Really wondering how the gal is going to survive if this is the case, unless they give it a ridiculous amount of health when deployed, which seems weird.
[/COLOR]




Q: Sirisian2 Brandon Andrews

@planetside2 So are bombs a customization option for the Liberator or are bombs gone from the game? Any chance of creating a new bomber?



A: kevmo0 Kevin Moyer

@Sirisian2 @planetside2 No bombs for launch. Possible for post launch for either fighters or liberator.


No bombs for Lib? wat?


[COLOR="rgb(0, 191, 255)"]Might be a balance issue. Seemed a bit of a strange move. Or maybe it's a performance issue, I don't know. It might just be something that's planned for a bit later.[/COLOR]


Edit: Multiple highlighting never seems to work...

Last edited by texico; 2012-01-20 at 08:58 PM.
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Old 2012-01-20, 08:52 PM   [Ignore Me] #8
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Re: Major Q&A Takeaways


Originally Posted by Espion View Post
Having set ammo pools and no inventory is really disappointing. PS is too big of a game with too much going on to be able to rely on preset loadouts like that.


Do you folks not realize how big a processing strain it would be to track 1500 different loadouts as opposed to a dozen or two?

If this bothers you that much then stay with PS and it's 133 vs 133 vs 133 which we will never see again.

I want to have 500 TR and 500 VS trying to take my base and I am willing to conform to predesignated loadouts to accomplish this.
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Old 2012-01-20, 08:56 PM   [Ignore Me] #9
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Re: Major Q&A Takeaways


Originally Posted by Espion View Post
Having set ammo pools and no inventory is really disappointing. PS is too big of a game with too much going on to be able to rely on preset loadouts like that. You need to be able to taylor yourself to certain situations since there's a lot more going on at any given time than just 'Attackers vs Defenders' like any old FPS.

Would be a lot more comfortable knowing that inventories are still on the table if preset loadouts suck in alpha, like what's been confirmed for other mechanics (killcams)

I've been saying this a lot (feels like almost too much, tbh). Considering how much emphasis is being placed on customising vehicles and class-abilities and weapon-abilities so they can be taylored to do specific things, it's so strange that they want to then go ahead and remove the choice to do things like determine your ammo pool for the weapons you have by trading off (so you can taylor your ammo to how much you'll plan on using each weapon) and remove the inventory, which are some of the most customisable and flexible functions in PS1.
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Old 2012-01-20, 09:02 PM   [Ignore Me] #10
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Re: Major Q&A Takeaways


Originally Posted by Knocky View Post
Do you folks not realize how big a processing strain it would be to track 1500 different loadouts as opposed to a dozen or two?
That's... not really how it works
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Old 2012-01-20, 09:07 PM   [Ignore Me] #11
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Re: Major Q&A Takeaways


Originally Posted by Knocky View Post
Do you folks not realize how big a processing strain it would be to track 1500 different loadouts as opposed to a dozen or two?

If this bothers you that much then stay with PS and it's 133 vs 133 vs 133 which we will never see again.

I want to have 500 TR and 500 VS trying to take my base and I am willing to conform to predesignated loadouts to accomplish this.
As opposed to 1500+ different customised weapons?

plundering the dead for weapons and ammo was a bloody good dynamic and its such a shame that its being cut out.
I suppose gen hold outs will be alot shorter now that we cant pick up ammo. Unless its the BF3 infinite ammo support class system, urgh.
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Old 2012-01-20, 09:16 PM   [Ignore Me] #12
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Re: Major Q&A Takeaways


Originally Posted by Hamma View Post
Here's some of the big items from the Q&A:
Sunderer passenger slots are no longer limited to class (all MAX's for example)
Not a fan of this, MAXes should not be used in mass and should be actively punished for doing so.
MAX crashes are one of those irritating tactics in PS1 that you cant really defend against if they have enough of them. Get 10-20 peoples in MAXes, run for gen/spawns, take base. What a dull tactic.
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Old 2012-01-20, 09:25 PM   [Ignore Me] #13
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Re: Major Q&A Takeaways


Originally Posted by Vash02 View Post
Not a fan of this, MAXes should not be used in mass and should be actively punished for doing so.
MAX crashes are one of those irritating tactics in PS1 that you cant really defend against if they have enough of them. Get 10-20 peoples in MAXes, run for gen/spawns, take base. What a dull tactic.
Please tell us more about your experiences seeing the MAX in action in PS2.
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Old 2012-01-20, 09:28 PM   [Ignore Me] #14
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Re: Major Q&A Takeaways


^ I generally contained MAX crashes by killing the single grunt with a hacking REK and then watched as 20 MAX's hung around outside the locked Gen room looking like mugs
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Old 2012-01-20, 09:31 PM   [Ignore Me] #15
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Re: Major Q&A Takeaways


Originally Posted by Vash02 View Post
As opposed to 1500+ different customised weapons?

plundering the dead for weapons and ammo was a bloody good dynamic and its such a shame that its being cut out.
I suppose gen hold outs will be alot shorter now that we cant pick up ammo. Unless its the BF3 infinite ammo support class system, urgh.
Completely agree. Customizable inventories and looting was an amazing concept.

Being able to create your own load outs, kill someone, see their load out, steal their weapon. That's amazing. Really upsetting that it's not in. Hopefully if we bitch enough they could possibly change it.


Also, good point about genholds/infinite ammo support. One of the excruciating experiences of playing BC2 was people who'd camp way in the back as the Assault Class with their box of ammo and spam grenades out of their noob tube the entire match with their explosives upgrade perk.

A rather extreme example, but it just goes to show how lame people can play if you give them the necessary tools to do so. Take a look at MW2 for example, they had similar perk in that game that gave you infinite ammo and people who stand way in the back spamming nades on a choke point the whole game.

Granted, EA and Infinity Ward are horrible developers and I trust the team making PS2, I still don't want them to overlook something as awesome and unappreciated as free form inventories.

I don't understand why so many people are against it. This game is continuously pressing customization for every aspect of your character (as someone in this thread said) why the hell would we not be able to customize our inventories and be given pre-defined ones? And why in the fuck would you oppose it ?
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