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Old 2012-06-05, 08:23 PM   [Ignore Me] #1
DarkSkyes
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Deployables ACE - TRAPS etc..


So this may have been discussed before but here goes..

Are there any plans for the original ACE items to make a return? for example spitfires, shadow turrets, mines, motion sensors, disruptor's etc..?

The reason i ask is that the E3 demo looked so damn nice but TB made a valid point, how the hell do you defend one of these bases? If an outfit shows up with 40 maxs, 10 tanks etc.. your done. Would be cool to be able to slow them down with spits, mines, TRAPS sensors etc..are there any plans for viruses?

Can anyone please clarify?


E3 footage was amazing by the way, really really impressed.

Thanks
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Old 2012-06-05, 08:25 PM   [Ignore Me] #2
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Re: Deployables ACE - TRAPS etc..


They have mentioned it on and off but at launch there will be no AI of any sort.
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Old 2012-06-05, 08:25 PM   [Ignore Me] #3
captainkapautz
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Re: Deployables ACE - TRAPS etc..


Well, we don't completely know what you can deploy with the ACE atm.

I heard clegg(?) mention AV/AI Turrets and shields, which already sounds pretty good.

I'm also pretty sure that there will be mines, kind of a given really.

They did say No to autonomous turrets, IIRC.
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Old 2012-06-05, 08:27 PM   [Ignore Me] #4
IMMentat
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Re: Deployables ACE - TRAPS etc..


You respond with laughter!
After that, lots of AV, aircraft and mines. Maxes cant hack and tanks cant run around inside.
Auto shooting turrets are (mostly) confirmed as out of the game, the scale of combat has gone up so the only way to die is by crashing or by player action.
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Old 2012-06-05, 08:31 PM   [Ignore Me] #5
Cosmical
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Re: Deployables ACE - TRAPS etc..


Personally i think the engineer class should be allowed to deploy one automated turret. Similar to soo many other games ofcourse, but theres a reason why it works. Even if it means the turret is just a distraction, its enough to allow you to, as he stated, slow down an overwhelming force.
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Old 2012-06-05, 08:32 PM   [Ignore Me] #6
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Re: Deployables ACE - TRAPS etc..


I can just imagine a massive outfit totally drilling a base with armour, maxs, air etc.. and a mixed up bunch of players not knowing what to do (this may lead to people quitting and thinking they are just getting stomped over and over) at least with CE(ACE) you can slow such massive outfits down and kind of get a heads up..

I just don't want people to leave because of who has the biggest amount of players wins the battle, strategic placement of CE can slow them down and give you time to build up a defence.
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Old 2012-06-05, 08:34 PM   [Ignore Me] #7
IMMentat
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Re: Deployables ACE - TRAPS etc..


??? you deliberately avoiding the answers?
CE is in, mines are in, deployable (but man usable) turrets are in.
After that the ACE options are still unknown so far.

And as far as balance issues go, The devs will be bound to implement a balancing system, will be interesting to see what they dop as we're locked to a single faction for now.

Last edited by IMMentat; 2012-06-05 at 08:35 PM.
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Old 2012-06-05, 08:38 PM   [Ignore Me] #8
TeaReks
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Re: Deployables ACE - TRAPS etc..


CE never stopped large well coordinated outfits anyway. A full CEd base was mostly a speedbump for understrength squads.
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Old 2012-06-05, 08:39 PM   [Ignore Me] #9
captainkapautz
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Re: Deployables ACE - TRAPS etc..


Originally Posted by DarkSkyes View Post
I can just imagine a massive outfit totally drilling a base with armour, maxs, air etc.. and a mixed up bunch of players not knowing what to do (this may lead to people quitting and thinking they are just getting stomped over and over)[...]
You know, that's kinda the point, not people quitting, but a numerically and tactically, seeing as you said outfit, superior force overrunning a smaller unorganised one.

NO amount of CE would stop that curbstomp from happening.
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Old 2012-06-05, 08:39 PM   [Ignore Me] #10
Cosmical
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Re: Deployables ACE - TRAPS etc..


Originally Posted by DarkSkyes View Post
I just don't want people to leave because of who has the biggest amount of players wins the battle, strategic placement of CE can slow them down and give you time to build up a defence.
My concern too. But you have to remember EMP made alot of that mute in the old planetside anyway. Admitedly there werent many with that skill to begin with. But they would address it in a similar way this time no doubt. I say just larger deployment areas.

You could argue one person slowing down 30 is too much power to that one person aswell. But i still would like to see it included. If your telling me my only way to slow down a horde of players is to sit on a turret with a remote mine on a wall and a couple outside to stop me being shelled. I will be disapointed. And will never play engineer, my favourite class.
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Old 2012-06-05, 08:51 PM   [Ignore Me] #11
windlord
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Re: Deployables ACE - TRAPS etc..


Well if there's an overwhelming concentration of forces in one place it means that smaller groups can be hitting more targets somewhere else.

It's not just the numbers but how effectively they are being employed.

Statistically it's hard to judge.
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Old 2012-06-05, 11:14 PM   [Ignore Me] #12
Graywolves
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Re: Deployables ACE - TRAPS etc..


I remember talking about mines so they should be in by launch, I'd expect. If the Engineer could only place mines and turrets it would feel incomplete to me imo.

Higby said something about making cover/barriers (kind of 2142 style?) being a possibility as well.
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Old 2012-06-05, 11:22 PM   [Ignore Me] #13
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Re: Deployables ACE - TRAPS etc..


Originally Posted by Graywolves View Post
Higby said something about making cover/barriers (kind of 2142 style?) being a possibility as well.
I would give anything for those. That really made BF2142 amazing when I played it. They already have energy shields on the turret in Planetside 2. Adding just a one way shield seems trivial for them to add in at this point.
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