Friday Night Ops, Tunnels and SMGS Feb 1 - PlanetSide Universe
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Old 2013-02-01, 06:27 PM   [Ignore Me] #1
Hamma
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Friday Night Ops, Tunnels and SMGS Feb 1




http://www.planetside-universe.com/media.php?view=2282



http://www.planetside-universe.com/media.php?view=2283



http://www.planetside-universe.com/media.php?view=2284



http://www.planetside-universe.com/media.php?view=2285



http://www.planetside-universe.com/media.php?view=2287



http://www.planetside-universe.com/media.php?view=2288

Tunnel Entrance in spawn room:



http://www.planetside-universe.com/media.php?view=2289



http://www.planetside-universe.com/media.php?view=2290

Tunnel Exit inside amp station:



http://www.planetside-universe.com/media.php?view=2291

The tunnels have "Jump pads" inside to shoot you from one side to another.

Edit: The tunnels go from the Spawn Room into the spawn generator room at the Amp Station (in this case)
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Last edited by Hamma; 2013-02-01 at 06:37 PM.
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Old 2013-02-01, 06:30 PM   [Ignore Me] #2
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


So where does this Tunnel lead to?
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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.
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Old 2013-02-01, 06:32 PM   [Ignore Me] #3
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


From the spawn room to near the spawn generator in the amp station.
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Old 2013-02-01, 06:36 PM   [Ignore Me] #4
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Tunnels are a bit disappointing and look tacked on, but at least it's a start. I'm not too fond of the man-cannon approach to it, we may as well have had teleporters like the tech plant used to.

Hopefully they'll add-on to the tunnels in the future to serve more of a purpose with indoor fighting or something along those lines.
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Old 2013-02-01, 06:36 PM   [Ignore Me] #5
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


I like how some people are shocked at the idea the tunnels can still be "camped", as though that was never going to be the case anyway.
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Old 2013-02-01, 06:36 PM   [Ignore Me] #6
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Hamma View Post
From the spawn room to near the spawn generator in the amp station.
Hurray! Also I like the gravlift solution - the exit is vulnerable to C4, mines and grenades, but on the other hand prevents bottlenecking without creating "defensive camping".

EDIT: Gravlift*, not jumppad.
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Originally Posted by CutterJohn View Post
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 06:40 PM.
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Old 2013-02-01, 06:36 PM   [Ignore Me] #7
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Not sure why, but I love how the little battery thing on the VS SMG keeps spinning when the battery itself is taken out for the reload.
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Old 2013-02-01, 06:39 PM   [Ignore Me] #8
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


can't wait to get my hands on that vanu smg..i love it !
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Old 2013-02-01, 06:40 PM   [Ignore Me] #9
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Also, you can't see from the pictures but there are animations on the SMGs, more than any other weapon in the game atm.
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Old 2013-02-01, 06:41 PM   [Ignore Me] #10
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Those tunnels look horrible. Really feels like a rush job. But it is a start, and I hope that when they are tested for a few weeks and it turns out the change was for the better, that they put some more effort in how the tunnels look.
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Click here to go to the next VIP post in this thread.   Old 2013-02-01, 06:43 PM   [Ignore Me] #11
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


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.
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Old 2013-02-01, 06:43 PM   [Ignore Me] #12
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


ya the tunnels look kinda ok but its a start can't complain to much
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Old 2013-02-01, 06:45 PM   [Ignore Me] #13
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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.
I understand where you're coming from. The main problem is probably that this wasn't known from the start and we all had our expectations up.
A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that.
As of now they just give the impression of cumbersome teleporters.
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Old 2013-02-01, 06:47 PM   [Ignore Me] #14
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Nyctalgia View Post
I understand where you're coming from. The main problem is probably that this wasn't known from the start and we all had our expectations up. A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that. As of now a lot of people feel like they're just cumbersome teleporters.
Actually, this was said in the first announcement that tunnels were coming.
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This is the last VIP post in this thread.   Old 2013-02-01, 06:48 PM   [Ignore Me] #15
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Nyctalgia View Post
I understand where you're coming from. The main problem is probably that this wasn't known from the start and we all had our expectations up. A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that. As of now a lot of people feel like they're just cumbersome teleporters.
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.
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