Twitter Q&A September 30th - PlanetSide Universe
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Twitter Q&A September 30th

If you missed the PlanetSide 2 Twitter interview on September 30th we have you covered! We transcribed the entire thing for your reading pleasure. Click one of the links below to skip directly to a specific developer.

@ps_tray (Tramell Isaac) answers:

Q: I'd love to be able to swim up to a cruiser and plant charges under the hull. ;-)

A: swimming is still on the table -Source

Q: Does the Liberator still have it's distinctive engine noise?

A: all engines will have a distinctive sound -Source

Q: Blue and purple are hard to distinguish for the color blind. Is there a way such people can play with their VS or NC friends?

A: the reason why VS has teal is to make them pop on the screen -Source

Q: will there be a kill cam like in BFBC2?

A: there is a kill cam -Source

Q: Valve made bold statements about recognizeability when they made TF2. Does your team prioritize easy in-combat identification?

A: people will be able to see the differences on screen color, shapes, and size of the character -Source

Q: Is there any art design happening on the Ancient Vanu apart from the warpgates?

A: warpgates have been redesigned to fit the lore -Source

Q: will vehicles like in ps1 come up form the ground form a term or materialize

A: nanites baby nanites -Source

Q: what sort of control are outfits going to have on bases? upgrading them, etc?

A: there will be some control of the upgrading of the bases, what mechanic is yet to be determined -Source

Q: will there be handicap modes for the tr and vs just to help them out?

A: we will most likely treat it some what the same way we did in ps1 -Source

Q: I mean will there be ancient ruins left behind?

A: yes -Source

Q: outfit logos coming back?

A: indeed they are, its all a part of customization -Source

Q: Will there be more variety of bullets than standard bullets, AP bullets, and Vanu energy cell ammo rounds for assault rifles?

A: we have a wide variety of munitions more than PS1 -Source (Q Source)

Q: What is the art inspiration for the NC's new look?

A: the nc's look is based on their "scrappy" nature. beat up but never compromised, like Rockys face yo adrian! -Source

Q: Will MAX units have limited turning speed like in the original?

A: we will balance them accordingly, something like the original -Source

Q: did anything in PS1 got cut that you were particularly proud of?

A: nothin really got cut, we just wont do them for launch, we've got a long time to add stuff, jkust like the OG PS -Source

Q: is there (or are there plans for) proper city streets?

A: we will have "urban areas" -Source

Q: av ps1 art is the vs rexo helmet, will it make a return or be a custom option?

A: VS rexo is in there looking hotter than ever -Source

Q: Is any of the UI finalized yet?

A: UI is never finalized #planetside2 we will get more feedback during beta -Source

Q: Besides time, are there any other limitations with forgelight that prevent you from making the artistically best product you can?

A: nope forgelight is allowing me to make the game I wanted ps1 to be "visually" -Source

Q: Will it still be possible to turn off certain visuals (grass, dust storms) to gain an advantage over someone who has them on?

A: you shouldn t be able to turn off things that effect gameplay -Source

Q: so what buggies are we going to see in PS2?

A: all of them will return at some point in time -Source

Q: Base interiors, do we have as many long tight bottleneck corridors as in planetside 1's bases (Or pending beta/ongoing dev?

A: the bases have been completely redesigned that sounds like a design question -Source

Q: is your idea->in-game process entirely digital or do you use pencil sketches, physical models, etc?

A: 2011, its all digital now -Source

Q: How much animation are vehicles going to have, such as using flaps for turning?

A: some vehicles will have some animating parts others will not. it depends on the design -Source

Q: How is the invisibility for the cloaker being handled in PS2?

A: we dont like cheaters and we will do our best to stop any of the hacks out there -Source

Q: Will the Terran Republic MAX anchor animation be making a comeback?

A: lock down mode is in full effect -Source

Q: Does forge light support locational damage (sparks, holes in armor, engine fires etc.) and will we see it in PlanetSide 2?

A: you will be able to see damage on the vehicles much like we did in the first but more awesomer -Source

Q: PS2 is supposed to be an FPS, first and foremost, but will there be any /emote-ish animations?

A: we will have emotes -Source

Q: does the magrider still operate over water?

A: yes it does -Source

Q: Will christmas decorations return?

A: i'm sure they will -Source

Q: how much customization will a player have on his/her own armor?

A: tint color, tint patterns, armor attachments, weapon tints, weapon attachments, helmet attachments the list goes on -Source

Q: will the TRay hat be in the shop?

A: i will make sure that it is -Source

Q: Will the AMS be back for PS2?

A: the AMS functionality has been rolled into another one of our veh -Source

Q: Can we expect the same knives/melee weapons in PS2? (Chainblade) will they be instant kill when enabled?

A: all knives return with differnt functionality -Source

@PSBillYeatts (Bill Yeatts) answers:

Q: Will the Magrider even have a secondary gunner? It doesn't look like there's a place for even a small turret on that model.

A: Yes, it will -Source

Q: how many different layouts of bases are there? is each one unique?

A: 3 standard base layouts, potentially an infinite number of exact layouts using the system we are using for laying out bases -Source

Q: Is weapon visual customization directly connected to getting the appropriate weapon upgrades/sidegrades, or are they separate?

A: weapon customization is both related to what the weapon is(type) and also is customizable in addition by the user -Source

Q: Will we see caves? If so are they merged into the main terrain? Any crystals or are those gone?

A: At the moment we do not have caves, although we do have the capability to have them -Source

Q: Will we be able to see which class a character is from far away, or is the visual difference between them less obvious?

A: you will be able to tell the class at a moderate distance, but not a very far distance -Source

Q: How much animation are vehicles going to have, such as using flaps for turning?

A: Vehicles will have animation, how much and what depends on the vehicle. -Source

Q: Is weapon visual customization directly connected to getting the appropriate weapon upgrades/sidegrades, or are they separate?

A: weapon customization is both related to what the weapon is(type) and also is customizable in addition by the user -Source

Q: how "bright" is the sun going to be? can you theoretically hide infront of it in an aircraft or on a hill crest?

A: theoretically, yes you could 'hide' with the sun at your back, although I am not sure how effective it would be -Source

Q: Is weapon visual customization directly connected to getting the appropriate weapon upgrades/sidegrades, or are they separate?

A: weapon customization is both related to what the weapon is(type) and also is customizable in addition by the user -Source



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