How do the defenses/booby traps work - PlanetSide Universe
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Old 2003-05-09, 07:12 PM   [Ignore Me] #1
Xxzard
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How do the defenses/booby traps work


I've heard of spitfires but not what they are boomers must normal bombs with triggers, so how about specifics on them. and on defensive towers.
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Old 2003-05-09, 07:44 PM   [Ignore Me] #2
BlakkyZ8
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Well boomers can be proximity or trigger detonated. Spitfires are turrets with 12mm rounds. they are deployable by adv engies. There are three types of towers. The only real defensive towers are gun towers. they have turrets which can be manned.
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Old 2003-05-09, 07:46 PM   [Ignore Me] #3
Nekota
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Boomer- Bomb that can placed on the floor (it's also rumored the wall as well but, I've yet to find a wall to stick it to) with a hand held detonator which can be set off at your leisure. I've found they work well on vehicles and MAXs that are parked or busy not watching you place bombs at their feet. I do think that 2 should kill a vehicle. I snuck up on a Maurader the other night and placed a bomb right next to their door snuck back BOOM! However the vehicle was still standing the gunner was looking around but, they didn't move so... I snuck up did it again BOOM! Vehicle was still standing by this point one of the people in the vehicle got out but, 2 stayed inside. So once again BOOM! This time it blew up but, there's not reason 3 charges should be needed to blow up a non-tank vehicle. Especially since they're not exactly inconspicous they're not that small, yellow, and triangular in shape so they're uses are sort of limited.

HE Mine- This is my standard fare. I'll place these at every entry point I can't while capturing a base to slow down response. Unfortunately it take 2 to kill an infantry man (even infiltrators unless they step right on it). These are proximity activated and are invisible until the last second before exploding. These can only be placed out door and there's a space requirement as to how close you can place mines from one another creating small fields of these isn't a terrible idea and is pretty effective.

Spitfire Turret- These turrets seem to shoot anything they can see. However they can't seem to see infiltrators on their own unless the infiltrator isn't cloaked or running full speed and gets too close. A common way to augment these is to place motion sensor alarms nearby (more on those next). I don't use these too much since they can only be placed in a friendly SOI and the ones I have run into are pretty crappy with their aim and generally if I hover my Mosquito so as to have shot on the turret with only minor obstruction I'll take them out no problem. However a nice field of these in a base are generally enough to scare off most Reavers and Mosquitos really makes for a nice display too with all those tracers firing into the sky.

Motion Sensor Alarm- These are good for... uhh... well I guess they uncover infiltrators. I've only seen them uncover them so that spitfires can target them but, I'm not sure if the sensors help nearby infantry uncover infiltrators or not. I don't use these much since I don't use Spitfires much.
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Old 2003-05-09, 08:04 PM   [Ignore Me] #4
BlakkyZ8
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Oh the motion Sensors also make enemy infantry visible on the mini map even if they aren't all that close to you.
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Old 2003-05-09, 08:08 PM   [Ignore Me] #5
gonnagetyou
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Just to add to what Nekota said. Motion sensors do help infantry locate cloakers as long as they aren't crouched or standing still. You'll see their name in red just above their head. I've used fields of motion detectors (you can place up to 20) to good advantage when covering avenues of approach. You'll force cloakers to move very slowly crouched for large distances if you do it right. It's more of a inconvenience for experienced cloakers.

Spitefires are soetimes great and sometimes worthless. It pays to use them however. I usually try to place them behind cover in order to ambush people moving thru an area. They can easily be taken out by an aware enemy using the right weapon. Their armor is very minimum.

I find mines best used against vehicles. They have a harder time spotting them and will quickly run over several in quick succession when placed correctly.

Boomers (the remotely detonated mine) is best used indoors, especially among the narrow hallways of a base where their blast radius is deadlier.
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Old 2003-05-09, 08:52 PM   [Ignore Me] #6
Destroyeron
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They made the mines not kill everything in one hit simply becuase it would suck. 3 mines for a Marauder isn't bad, as it is a heavy buggy.
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Old 2003-05-09, 09:21 PM   [Ignore Me] #7
Nekota
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Well I can understand the mines. However the charges where I have to detonate them manually. I mean the mine was set right next to their door for god sake. This thing should be the equivalant of a satchel charge. Now that being said one would be too over powered but, two doesn't seem too excessive to me. Since I have plant one painfully obvious yellow triangle next to you which glows green by the way when I plant is as it materializes then sneak away to set it off without blowing myself up with it. Then sneak back and do it again.
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