Saurva New Base Layouts on Public Test - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: This Quote Cost Me $100
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
 
Thread Tools Search this Thread Display Modes
Old 2013-05-12, 10:40 AM   [Ignore Me] #1
ringring
Contributor
General
 
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.
__________________
ringring is offline  
Reply With Quote
Old 2013-05-12, 11:21 AM   [Ignore Me] #2
NewSith
Contributor
Brigadier General
 
NewSith's Avatar
 
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.
__________________

Originally Posted by CutterJohn View Post
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.
NewSith is offline  
Reply With Quote
Old 2013-05-12, 12:05 PM   [Ignore Me] #3
Shogun
Contributor
General
 
Shogun's Avatar
 
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!
__________________
***********************official bittervet*********************

stand tall, fight bold, wear blue and gold!
Shogun is offline  
Reply With Quote
Old 2013-05-12, 12:27 PM   [Ignore Me] #4
ringring
Contributor
General
 
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'.
__________________
ringring is offline  
Reply With Quote
Old 2013-05-12, 12:49 PM   [Ignore Me] #5
Timealude
Captain
 
Timealude's Avatar
 
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.
Timealude is offline  
Reply With Quote
Old 2013-05-12, 12:54 PM   [Ignore Me] #6
ringring
Contributor
General
 
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.
__________________
ringring is offline  
Reply With Quote
Old 2013-05-12, 01:01 PM   [Ignore Me] #7
MrMak
Sergeant Major
 
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.
MrMak is offline  
Reply With Quote
Old 2013-05-12, 01:31 PM   [Ignore Me] #8
NewSith
Contributor
Brigadier General
 
NewSith's Avatar
 
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.
__________________

Originally Posted by CutterJohn View Post
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.
NewSith is offline  
Reply With Quote
Old 2013-05-12, 01:47 PM   [Ignore Me] #9
AThreatToYou
Major
 
AThreatToYou's Avatar
 
Re: Saurva New Base Layouts on Public Test


WALLS.
AThreatToYou is offline  
Reply With Quote
Old 2013-05-12, 03:53 PM   [Ignore Me] #10
Redshift
Major
 
Redshift's Avatar
 
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
__________________
Redshift is offline  
Reply With Quote
Old 2013-05-12, 06:23 PM   [Ignore Me] #11
Rivenshield
Contributor
Major
 
Re: Saurva New Base Layouts on Public Test


Wow. It actually looks defensible now.

/rubs hands
__________________
No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire!
Rivenshield is offline  
Reply With Quote
Old 2013-05-12, 06:31 PM   [Ignore Me] #12
NCzEn
Private
 
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.
NCzEn is offline  
Reply With Quote
Old 2013-05-12, 11:12 PM   [Ignore Me] #13
WSNeo
Master Sergeant
 
WSNeo's Avatar
 
Re: Saurva New Base Layouts on Public Test



http://www.planetside-universe.com/s...ghlight=saurva
__________________


WSNeo is offline  
Reply With Quote
Old 2013-05-12, 11:26 PM   [Ignore Me] #14
TheSaltySeagull
Sergeant
 
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.
TheSaltySeagull is offline  
Reply With Quote
Old 2013-05-13, 01:15 AM   [Ignore Me] #15
Sifer2
Major
 
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.
Sifer2 is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:24 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.