Re: Map Changes, Scu changes, Spawnroom Changes - PlanetSide Universe
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Old 2013-05-10, 03:20 PM   [Ignore Me] #1
p0intman
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Re: Map Changes, Scu changes, Spawnroom Changes


SCUs now shut down all terminals, turrets, spawns, spawn doors and the spawn room pain field when it explodes. (on test)
[12:59:32] <P0INTMAN>wait
[12:59:33] <P0INTMAN>wait
[12:59:33] <P0INTMAN>wait
[12:59:50] <P0INTMAN>THEY ACTUALLY TOOK GOOD ADVICE FROM PS1 AND ARE PUTTING IT INTO PS2?
[12:59:51] <P0INTMAN>HOLY SHIT
[12:59:55] <P0INTMAN>MOTHEROFGOD
[12:59:58] <P0INTMAN>WHEN DID THIS HAPPEN?
[13:00:01] <P0INTMAN>WHO BOUGHT OUT SOE?

That is all. Those of you that think I hate for the sake of hating can be disproven now.
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Old 2013-05-10, 03:35 PM   [Ignore Me] #2
EvilNinjadude
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Re: Map Changes, Scu changes, Spawnroom Changes


Originally Posted by p0intman View Post
SCUs now shut down all terminals, turrets, spawns, spawn doors and the spawn room pain field when it explodes. (on test)
All terminals? I hope those are limited to the ones inside of the main base. But otherwise, AWESOME. Seriously, this is BRILLIANT.
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Old 2013-05-10, 03:41 PM   [Ignore Me] #3
WarbirdTD
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Re: Map Changes, Scu changes, Spawnroom Changes


Yes buuuut, wait until you see what they did to base cap times. *Cringe* Awful, AWFUL idea mixed in with all this. Along the lines of "Let's make base fights MORE Zerg v. Zerg."
Hopefully they purge the base cap time reduction idea before it ever sees release.
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Old 2013-05-10, 03:44 PM   [Ignore Me] #4
AThreatToYou
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Re: Map Changes, Scu changes, Spawnroom Changes


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Old 2013-05-10, 03:49 PM   [Ignore Me] #5
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Re: Map Changes, Scu changes, Spawnroom Changes


Um what about hacked things? Iv had good times taking over the tops of tech plants and using the enemy turrets against their counter attacks.

Or does this mean they just turn default and not "off".
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Old 2013-05-10, 03:53 PM   [Ignore Me] #6
ringring
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Re: Map Changes, Scu changes, Spawnroom Changes


It's not so good if you can't defend your generators.

ps I think the hack times are just for test so that captures make the map move during the short test times they have, if you get what I mean and they're not intended to put into live. Because they would be stupid.
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Old 2013-05-10, 03:54 PM   [Ignore Me] #7
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Re: Map Changes, Scu changes, Spawnroom Changes


Interesting.
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Old 2013-05-10, 03:55 PM   [Ignore Me] #8
AThreatToYou
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Re: Map Changes, Scu changes, Spawnroom Changes


Originally Posted by Chewy View Post
Um what about hacked things? Iv had good times taking over the tops of tech plants and using the enemy turrets against their counter attacks.

Or does this mean they just turn default and not "off".
It's always been such a disadvantage when you take out the enemy's generator.
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Old 2013-05-10, 03:55 PM   [Ignore Me] #9
Rivenshield
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Re: Map Changes, Scu changes, Spawnroom Changes


First the neo-lattice... now this.

Very good. Baby steps, guys. Baby steps. We're finally, FINALLY getting the game we asked for in beta. All I want now are multiple destructible spawns and all my old CE toys back. And a lightsaber. And a pony.
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Old 2013-05-10, 04:51 PM   [Ignore Me] #10
Sardus
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Re: Map Changes, Scu changes, Spawnroom Changes


As long as they put the SCU gen somewhere defensible. I really liked the old gen in the basement thing, but not sure how to do that here.
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Old 2013-05-10, 04:53 PM   [Ignore Me] #11
EVILPIG
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Re: Map Changes, Scu changes, Spawnroom Changes


I suggested that the spawnroom shields and painfields should drop at some point in the CAP back in Feb. Interesting to finally see it being tested. This will certainly alleviate the spawn camp complaints as the spawn room becomes fair game once it happens.
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Old 2013-05-10, 04:58 PM   [Ignore Me] #12
RANDOMpercent
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Re: Map Changes, Scu changes, Spawnroom Changes


Where did you hear this? My outfit and I have thought that destroying the SCU should bring down spawn room shields and Painfield but the turrets and terminals as well? Interesting.
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Old 2013-05-10, 05:05 PM   [Ignore Me] #13
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Re: Map Changes, Scu changes, Spawnroom Changes


At least now it will incentivize people to get the hell out of the spawn room.

I also like the rumor I'm hearing that you won't be able to fire through the shields anymore, or at least with lock on rockets or pheonixes. Anything really that encourages people not to camp inside the room is a-okay in my book.
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Old 2013-05-10, 05:06 PM   [Ignore Me] #14
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Re: Map Changes, Scu changes, Spawnroom Changes


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Old 2013-05-10, 05:15 PM   [Ignore Me] #15
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Re: Map Changes, Scu changes, Spawnroom Changes


Originally Posted by Sardus View Post
At least now it will incentivize people to get the hell out of the spawn room.

I also like the rumor I'm hearing that you won't be able to fire through the shields anymore, or at least with lock on rockets or pheonixes. Anything really that encourages people not to camp inside the room is a-okay in my book.
I disagree with not allowing fire out of the shields in conjunction with the ability to disable the spawn. The owners of the facility should be able to maintain a killzone around spawnrooms so that they don't get locked down too quickly, but they will have to defend their SCU if they don't want to get ROFLSTOMPOED. Allow them to fire out so that they can have some room to get out, but drop all spawn defenses once SCU is down so that it can be cleared.
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