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2013-05-12, 11:21 AM | [Ignore Me] #2 | ||
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.
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2013-05-12, 12:05 PM | [Ignore Me] #3 | ||
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!
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2013-05-12, 12:27 PM | [Ignore Me] #4 | ||
Contributor General
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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'. |
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2013-05-12, 12:49 PM | [Ignore Me] #5 | |||
Captain
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2013-05-12, 12:54 PM | [Ignore Me] #6 | |||
Contributor General
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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. |
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2013-05-12, 01:01 PM | [Ignore Me] #7 | ||
Sergeant Major
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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. |
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2013-05-12, 01:31 PM | [Ignore Me] #8 | |||
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2013-05-12, 11:26 PM | [Ignore Me] #14 | ||
Sergeant
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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.
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2013-05-13, 01:15 AM | [Ignore Me] #15 | |||
Major
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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. |
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