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Old 2013-02-01, 06:51 PM   [Ignore Me] #16
Phantomdestiny
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


arclegger are you gone had sanctuaries in the future? and thanks for tunnel i wanted to see some defence
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Old 2013-02-01, 06:54 PM   [Ignore Me] #17
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Roy Awesome View Post
Actually, this was said in the first announcement that tunnels were coming.
They said that there would be tunnels from the spawn. Not tunnels in the spawn. Me and pretty much everyone I've talked to believed they would be something the defenders would use to get around and the attackers would be able to push them back through, not two holes to camp.

Originally Posted by arclegger View Post
I hear ya, honestly I did not know a lot about them because we all work on different things. I didn't work on them so I didn't know the design 100% for a little while.

I'm just here to let you know our intentions.
No hard feelings, mate. It's an improvement either way and it's much appreciated that you take the time to reply both here and in the chat. Kudos!
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Old 2013-02-01, 06:54 PM   [Ignore Me] #18
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by arclegger View Post
I said this in chat during the stream and I'll say it here.

The 1st pass on tunnels is just defender only, we are trying to see how they play. What the players do, how they use them. After we have that info we can look into more tunnels, different tunnels, attacker tunnels etc. Just remember this is the first iteration.

You guys were beta players, you saw many first iterations on lots of things, you also saw us systematically tune and tweak first iterations to become better versions.

Hopefully this clears things up about the tunnels.
The only thing I am disliking atm is jumppads there (not gravlifts). But not from the functionality point of view, but from the point of view of immersion. They make it feel to Q3ish. The tunnels doesn't seem to be very lengthy, so I see no real point in having a jumppad net there.

As for the inner visual designs - they will change, I think we all understand that.





Also - important question - can I AVOID using jumppads? Because it'll be rather hard to gather up for a push, if you are forced into pad-bumping.
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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.

Last edited by NewSith; 2013-02-01 at 06:58 PM.
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Old 2013-02-01, 06:57 PM   [Ignore Me] #19
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


The tunnels look good. We will have to see how they turn out in live.

I hope there will be more tunnels and underground structures/rooms in the future.
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Old 2013-02-01, 07:00 PM   [Ignore Me] #20
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Little bit disappointed with the tunnels, looking forward to the patch nonetheless.
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Old 2013-02-01, 07:09 PM   [Ignore Me] #21
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


I'm happy they are introducing them but you cant tell jack about tunnels until we get to test the functionality in game.

Question re Tunnels: What happens if you are in one as the base changes hands? Do they have the same pain field as spawn rooms?
Or can I sit in there with my engineer mates
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Old 2013-02-01, 07:10 PM   [Ignore Me] #22
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Phantomdestiny View Post
arclegger are you gone had sanctuaries in the future? and thanks for tunnel i wanted to see some defence
Even if he knew this I highly doubt he would be breaking that news here in this thread.
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Old 2013-02-01, 07:10 PM   [Ignore Me] #23
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by DirtyBird View Post
I'm happy they are introducing them but you cant tell jack about tunnels until we get to test the functionality in game.

Question re Tunnels: What happens if you are in one as the base changes hands? Do they have the same pain field as spawn rooms?
Or can I sit in there with my engineer mates
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Old 2013-02-01, 07:12 PM   [Ignore Me] #24
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Hamma View Post
Even if he knew this I highly doubt he would be breaking that news here in this thread.
i knew that but can't hurt to try xD
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Old 2013-02-01, 07:31 PM   [Ignore Me] #25
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


I like the grav lift exit more than just another 1 way shield door exit that I thought we were getting. I hope we get the test server back to play test any more tunnels that would have combat in them.
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Old 2013-02-01, 07:33 PM   [Ignore Me] #26
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


http://www.twitch.tv/planetside2/b/363042902

First hour of the stream showing tunnels and SMGs with QnA.
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Old 2013-02-01, 07:42 PM   [Ignore Me] #27
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


The tunnels remind me of original "DOOM."
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Old 2013-02-01, 07:47 PM   [Ignore Me] #28
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


I'm just happy there's more defensibility around spawn rooms!
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Old 2013-02-01, 08:07 PM   [Ignore Me] #29
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


i think the "tunnels" or spawn fast travel system (SFTS tm) xD are gone help defending greatly . people are gone be able to stop scu caps and if people are not stupid they can throw a flash bang before they leave the tunnels
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Old 2013-02-01, 08:23 PM   [Ignore Me] #30
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


...Why go through all these lengths of making a tunnel if you could do the same with a subteranean teleporter exit?

I mean... Really? They want us to playtest this now to see how we'd use it?

Again with the "no idea what I'm getting into LOL"-one-way-committed-to-certain-campdoom elevator exits.



FFS... It's like they do this on purpose! >_<'




"Defender tunnels", "Attacker tunnels"? We just want a tunnel complex containing all important generators, defendable entry points, CQC room to room fighting till they drive us all the way back to the spawnroom and SCU. A spawnroom which can easily get you to all sides of the base equally fast, simply by being centralised. Simply an infantry bufferzone where the HE spam from outside is not going to get them the base!

Note the logistical line to CC is still eons shorter for attackers... This does almost nothing for defense beyond what a Sunderer in the vehicle bay already did - just takes longer to get there. Sure, if you get a group of people post-hack, drop the spawns and get through the tunnels - you might catch someone by surprise. But they'd see you get into the spawn room from miles away if it's a big group and even then you'd be hardpressed to do something about the attacker's hold who already were in a position to get to the SCU in the first place: they'll just drop it again even if you can get it back up somehow.


Why, WHY do they design this as basically yet another teleporter / spawntube camp exit? WHY? What's with the sado-masochism?!

Last edited by Figment; 2013-02-01 at 08:36 PM.
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