Poll

Faction and Server Preference

Faction: NC
21 (9.3%)
Faction: TR
56 (24.7%)
Faction: VS
26 (11.5%)
Server: US (W): Connery
16 (7%)
Server: US (W): Genudine
7 (3.1%)
Server: US (E): Mattherson
6 (2.6%)
Server: US (E): Waterson
14 (6.2%)
Server: EU: Woodman
50 (22%)
Server: EU: Miller
31 (13.7%)

Total Members Voted: 139

Author Topic: Planetside 2 - MMOFPS  (Read 121760 times)

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Offline Ganner

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Re: Planetside 2 - MMOFPS
« Reply #1320 on: March 03, 2013, 06:50:49 pm »
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Personally i wish there were more of a variety of vehicles to choose from.  Add another tank, add a sturdier scout vehicle and perhaps one more utility type vehicle.

Offline Vibe

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Re: Planetside 2 - MMOFPS
« Reply #1321 on: March 03, 2013, 06:51:03 pm »
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Or bases that actually require infantry to capture

Offline Kafein

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Re: Planetside 2 - MMOFPS
« Reply #1322 on: March 03, 2013, 06:56:02 pm »
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Or bases that actually require infantry to capture

This. Although people are learning to DTFG (defend the fucking generator), there's isn't much room for defense and infantry combats in tech plants and amp stations, and none in the smaller stations. Right now that  kinda works because air and land vehicules get vaporized as soon as they enter a 200m perimeter but yeah...

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Re: Planetside 2 - MMOFPS
« Reply #1323 on: March 03, 2013, 08:13:30 pm »
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Simple solution? have the spawn exits INSIDE fucking buildings that they have to defend.  Add an underground tunnel to all the spawn buildings and allow an exit in the building that needs to be defended.  Make it a blind corner so defenders dont have an invuln shot into the building but do something about the goddamn spawns.

Offline Casimir

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Re: Planetside 2 - MMOFPS
« Reply #1324 on: March 03, 2013, 08:15:17 pm »
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Underground tunnels are by far the most obvious choice for improving base design.  I'm really unsure why they haven't added them yet.
Turtles

Offline Christo

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Re: Planetside 2 - MMOFPS
« Reply #1325 on: March 03, 2013, 08:16:26 pm »
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They are in since GU2 in certain bases.

But they get mine camped usually. so lol.

Also want to give suggestions to the dev team? Register to Twitter  :lol:

Edit; Some stuff you guys might know already, but who knows, here it is

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It looks like a pretty weird concept, sure it looks pretty and cool on SE corner of Indar because it's naturally filled with Canyon Roads.
Try doing this on Esamir, lol
« Last Edit: March 03, 2013, 08:19:41 pm by Christo »
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Offline Christo

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Re: Planetside 2 - MMOFPS
« Reply #1326 on: March 13, 2013, 11:02:10 pm »
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SOE broke the game with Game Update again, news at 11
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Re: Planetside 2 - MMOFPS
« Reply #1327 on: March 13, 2013, 11:32:25 pm »
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dat higby
Turtles

Offline Mala

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Re: Planetside 2 - MMOFPS
« Reply #1328 on: March 14, 2013, 12:09:20 am »
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tunnels do not matter anyway. i have not seen a single base layout yet, that was designed to defend the bloody thing.
for example amp stations. yeah sure, there is a wall, but there are four gates as well and only two are shielded. guess where the enemy will deploy the sunderers?

and you still get nothing for defense ( after the beta it was 10% more xp), it is easier to recap the base a bit later and get a way more xp for it.

Offline Christo

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Re: Planetside 2 - MMOFPS
« Reply #1329 on: March 14, 2013, 07:03:33 am »
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Have a look at the new Hex system.

What do you think?
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Offline Vibe

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Re: Planetside 2 - MMOFPS
« Reply #1330 on: March 14, 2013, 07:37:38 am »
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Well first off it looks ugly. Thinking aesthetically, ofcourse.

But I guess it's better than the completely free form we have now. Don't think it'll make much of a difference though, since most of those paths lead from one base to all neighbouring hexes, so it's kind of the same as before.

Offline Kafein

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Re: Planetside 2 - MMOFPS
« Reply #1331 on: March 14, 2013, 08:01:34 am »
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What does that mean exactly ? We can't take over bases that are not connected to at least one of ours ?

Offline Vibe

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Re: Planetside 2 - MMOFPS
« Reply #1332 on: March 14, 2013, 08:33:03 am »
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What does that mean exactly ? We can't take over bases that are not connected to at least one of ours ?

I don't think it strictly means that, but you know already that there's no benefit to capping a base that is not connected to your empire's main territory.

Offline Kafein

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Re: Planetside 2 - MMOFPS
« Reply #1333 on: March 14, 2013, 10:48:04 am »
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I don't think it strictly means that, but you know already that there's no benefit to capping a base that is not connected to your empire's main territory.

Except, you know, the bonus xp for capping a deserted base, which is the reason everybody does that :s

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Re: Planetside 2 - MMOFPS
« Reply #1334 on: March 14, 2013, 10:58:11 am »
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Except, you know, the bonus xp for capping a deserted base, which is the reason everybody does that :s

true D: