ReachCast Episode 36 CQ - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: Where everyone can have implants.
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
 
Thread Tools Search this Thread Display Modes
Old 2013-05-28, 09:33 AM   [Ignore Me] #1
ReachCast
ReachCast Show
 
ReachCast's Avatar
 
ReachCast Episode 36 CQ


This weeks question is ...

Should the Dome Shield Emitter be something that can be disabled?

as always if you would like to call or email in your answer below is that info

Email us at [email protected]
Call us at (415)787-3224
__________________

Host of ReachCast
ReachCast is offline  
Reply With Quote
Old 2013-05-28, 11:54 AM   [Ignore Me] #2
GeoGnome
First Sergeant
 
GeoGnome's Avatar
 
Re: ReachCast Episode 36 CQ


Yes, the domes are very powerful buffers between infantry and aircraft, protecting aircraft from AA. But, with such a powerful buffer, it shouldn't be permanent and is something that can, through work, be disabled.

I would say put it underground or just place it well in the base, so that it is something the defenders must be mindful of, but attackers don't have to have entirely won the base in order to deal with. Remember that it'll be a double edged sword to take it down: Yeah you are now exposing defenders to aircraft, but you are also exposing attackers to aircraft.
GeoGnome is offline  
Reply With Quote
Old 2013-05-28, 11:59 AM   [Ignore Me] #3
Rahabib
Sergeant Major
 
Re: ReachCast Episode 36 CQ


YES! we need more objectives other than kill the other team.
Rahabib is offline  
Reply With Quote
Old 2013-05-28, 12:00 PM   [Ignore Me] #4
NewSith
Contributor
Brigadier General
 
NewSith's Avatar
 
Re: ReachCast Episode 36 CQ


No, if it can be disabled it will almost never be up when it is actually needed.
__________________

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.
NewSith is offline  
Reply With Quote
Old 2013-05-28, 02:35 PM   [Ignore Me] #5
bpostal
Contributor
Lieutenant Colonel
 
Re: ReachCast Episode 36 CQ


Sure, but not until the SCU goes down (during the last 30 seconds of a base cap).
__________________

Smoke me a Kipper, I'll be back for breakfast
bpostal is offline  
Reply With Quote
Old 2013-05-28, 02:40 PM   [Ignore Me] #6
GeoGnome
First Sergeant
 
GeoGnome's Avatar
 
Re: ReachCast Episode 36 CQ


Originally Posted by bpostal View Post
Sure, but not until the SCU goes down (during the last 30 seconds of a base cap).
That would render the use of such a generator obsolete.

No, it can go down when the SCU falls, but it should have a separate generator.

Frankly, I think the SCU should have a generator as well, centrally located so it can be defended from the spawn room, and in tight corridors.
GeoGnome is offline  
Reply With Quote
Old 2013-05-28, 03:12 PM   [Ignore Me] #7
bpostal
Contributor
Lieutenant Colonel
 
Re: ReachCast Episode 36 CQ


Originally Posted by GeoGnome View Post
That would render the use of such a generator obsolete...
That's my point.
__________________

Smoke me a Kipper, I'll be back for breakfast
bpostal is offline  
Reply With Quote
Old 2013-05-28, 07:17 PM   [Ignore Me] #8
Hamma
PSU Admin
 
Hamma's Avatar
 
Re: ReachCast Episode 36 CQ


Personally I think it's something that shouldn't be in there at all.. so imo you should be able to disable it.
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2013-05-28, 08:01 PM   [Ignore Me] #9
Sifer2
Major
 
Re: ReachCast Episode 36 CQ


That would make it similar to the tank gate shields. Which sounds like a good idea to me so long as the generator is actually in a defensible position. That is not outside in a shack like most generators.
Sifer2 is offline  
Reply With Quote
Old 2013-05-30, 12:08 PM   [Ignore Me] #10
disky
Sergeant
 
disky's Avatar
 
Re: ReachCast Episode 36 CQ


The more options for defense, the better. Yes, I think it should be something that players can disable. It should also be part of an NTU-like system which allows players to starve out a base and its defenses by depriving it of nanite.
disky is offline  
Reply With Quote
Old 2013-05-30, 12:17 PM   [Ignore Me] #11
ChipMHazard
Contributor
PSU Moderator
 
ChipMHazard's Avatar
 
Re: ReachCast Episode 36 CQ


Alrighty. Writing up a lenghty email as we speak... Well, type. You know what I mean.
__________________
Any sufficiently advanced bug is indistinguishable from a feature

*Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
ChipMHazard is offline  
Reply With Quote
Old 2013-05-30, 01:01 PM   [Ignore Me] #12
TartarosCZ
Private
 
Re: ReachCast Episode 36 CQ


What's the point of the shield again?
I mean, what does it bring to the game that isn't already there and/or shouldn't be there reached via other means?

Biolab for example already has a "shield", i.e. the dome. I think other bases should work that way too. We need more walls, or more to the point, roofs and ceilings, not magical shields.
TartarosCZ is offline  
Reply With Quote
Old 2013-05-30, 01:17 PM   [Ignore Me] #13
PredatorFour
Major
 
PredatorFour's Avatar
 
Re: ReachCast Episode 36 CQ


You should be able to disable it from a separate generator. It's not going to stop me flying in and shooting people with the turbo laser so imo it doesn't matter if it's there or not.
PredatorFour is offline  
Reply With Quote
Old 2013-05-30, 01:41 PM   [Ignore Me] #14
Timealude
Captain
 
Timealude's Avatar
 
Re: ReachCast Episode 36 CQ


I think it should be disable but only through at least three generators, since its a protection from libs and ESF farming it should require combined arms to take it down. Would also give strike forces something to do within the new lattice system..
Timealude is offline  
Reply With Quote
Old 2013-05-30, 01:50 PM   [Ignore Me] #15
Mastachief
Contributor
Major
 
Mastachief's Avatar
 
Re: ReachCast Episode 36 CQ


Originally Posted by NewSith View Post
No, if it can be disabled it will almost never be up when it is actually needed.
This, have people learned nothing from the SCU gen?
__________________
Average play time of 2.8hours per day and falling.
Average play time of 2.5hours per day and falling. Need metagame.

Average play time of 2.0hours per day and falling. Need metagame / Continents.
Mastachief is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:45 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.