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Thread: PS2 Base Design
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Old 2012-12-12, 10:32 PM   [Ignore Me] #15
Rivenshield
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Re: PS2 Base Design


/copypasted from official forums

UberBonisseur asks, with pics demonstrating how absurdly easy this makes things for the attacker:

@Arclegger: You added jump pads. Again. Why ? Take Allatum (Biolab) You have elevators below the pads. Why do you chose jump pads located at 200+ meters over elevators ? Are human cannonballs so much better than actually fighting for ground until you reach the facility? Do you despise ground play so much ? Do you really prefer wide arrays of no-man's land over a good fight ?

Teleporters located in satellites were bad enough. Now we have both Pad access and teleporters located there. Do you really want to turn "Defense" in "Active offense", as your only chance to win is to take back the bases around and not holding the base itself?

Arclegger's bland reply:

I appreciate your concern, but every Biolab in Amerish and Esamir had this functionality for weeks and we have just streamlined the Indar bases to have similar functionality.

Thanks.


It's official, gents. They want Zergside; they're DESIGNING Zergside. 100% offense, all the time.
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