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Old 2013-07-18, 03:58 AM   [Ignore Me] #31
ringring
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Re: Esamir Changes on PTR


Originally Posted by Canaris View Post
maybe it's our fault for always saying we want walls around the base, guess we should have been asking for ramparts
With crenellations.

In ps1 the walls had these so that defenders could duck behind them.

However, we also mustn't forget balance and make the bases too difficult.
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Old 2013-07-18, 04:58 AM   [Ignore Me] #32
Shamrock
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Re: Esamir Changes on PTR


Some excellent changes, really looking forward to it.
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Old 2013-07-18, 08:29 AM   [Ignore Me] #33
CraazyCanuck
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Re: Esamir Changes on PTR


Originally Posted by GeoGnome View Post
So I ran into Higby on the PTS last night, and he asked me what I thought of the changes. I told him basically what I said uptop, but said that the walls being more partitions than actual Walls was kind of annoying. He said that they are looking into ways to let more people use the walls as actual walls.

Something good to know.
Without the ability to man those walls, all they are creating are multiple twoway chokepoints which will favor the attacker given numbers are normally on their side and they will be able to bumrush those chokepoints with the defenders inability to cover all approaches. Its not a difficult solution. All they need to add are catwalks running the length of the walls tied in with either stairs up from the courtyard or more catwalks from buildings etc from the interior. While they are at it, they need to add crenelations or murder holes along the walls as well, preferably murder holes.

If they want a lighter on the server solution, have teleporters from the interior of the base that pop you out on those catwalks instead of more polygons for stairs etc, though I would enjoy the fights over those catwalks.
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Old 2013-07-18, 09:19 AM   [Ignore Me] #34
mrmrmrj
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Re: Esamir Changes on PTR


We need a new vehicle (or sunderer attachment) that would let us breach walls. Something like a staircase with wheels.
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Old 2013-07-18, 09:22 AM   [Ignore Me] #35
CraazyCanuck
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Re: Esamir Changes on PTR


Originally Posted by mrmrmrj View Post
We need a new vehicle (or sunderer attachment) that would let us breach walls. Something like a staircase with wheels.
how bout a firetruck You get the ladder attachment plus can upgrade your turrets for high powered watercannons to use as suppression weapons.

The other option would be to have a jump pad option on a sunderer.
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Old 2013-07-18, 10:14 AM   [Ignore Me] #36
Eggy
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Re: Esamir Changes on PTR


Originally Posted by CraazyCanuck View Post
how bout a firetruck You get the ladder attachment plus can upgrade your turrets for high powered watercannons to use as suppression weapons.

The other option would be to have a jump pad option on a sunderer.
Or a deliverer sized vehicle. One driver, 2 gunners, 2 enclosed rumbles.
With the option to swap out 1 gunner slot for a soldier cannon.
When the vehilce is "deployed" people getting into the special seat, wait 5 seconds and then are ejected up and out by a small amount.

i also like the sunderer firetruck idea though. flame cannons are more PS2 like.
You can allready drop people with a galaxy as well. Maybe this will see them getting more use.
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Old 2013-07-18, 10:25 AM   [Ignore Me] #37
ringring
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Re: Esamir Changes on PTR


Originally Posted by CraazyCanuck View Post
how bout a firetruck You get the ladder attachment plus can upgrade your turrets for high powered watercannons to use as suppression weapons.

The other option would be to have a jump pad option on a sunderer.
You mean breaking a siege with an escalade http://en.wikipedia.org/wiki/Escalade

coolio
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Old 2013-07-18, 10:54 AM   [Ignore Me] #38
Canaris
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Re: Esamir Changes on PTR


So that explains the latest innovation vehicle from Nanite Systems

The get over wall thingy!
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Old 2013-07-18, 10:59 AM   [Ignore Me] #39
Rolfski
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Re: Esamir Changes on PTR


Overall, Esamir looks a lot more varied now. Some cool base designs, like Esamir Munitions Corp's twin tower, as well.

Some bases being closer together plus the added terrain cover should make foot zergs more viable, which is good.

We still have to see how it's playing out of course. My only worry is that the changes might cater the LA class a bit too much. All these new walls and terrain elevation that are accessible with jump jets only might give players not enough incentive to play other classes.
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Old 2013-07-18, 01:32 PM   [Ignore Me] #40
mrmrmrj
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Re: Esamir Changes on PTR


I would love more LA. They are so much fun to shoot out of the sky with my Gauss SAW.
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Old 2013-07-18, 03:14 PM   [Ignore Me] #41
Palerion
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Re: Esamir Changes on PTR


Originally Posted by Rolfski View Post
My only worry is that the changes might cater the LA class a bit too much. All these new walls and terrain elevation that are accessible with jump jets only might give players not enough incentive to play other classes.
Really? I don't think more terrain and cover where there used to be kind of barren land is a bad thing. It just makes the light assault less situational in outdoor combat and in-between facilities.
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Old 2013-07-18, 04:47 PM   [Ignore Me] #42
Rolfski
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Re: Esamir Changes on PTR


Originally Posted by Palerion View Post
Really? I don't think more terrain and cover where there used to be kind of barren land is a bad thing. It just makes the light assault less situational in outdoor combat and in-between facilities.
I agree that it's a good thing that LA now becomes less situational but there's a balance to that so we'll have to see. For some of the bases I can foresee a situation of tons of LA raining down explosives (I've upgraded my bandolier suit already), making it impossible for normal infantry to move at all.

So while the high walls are good for keeping the tank/harasser infantry farms out, they also potentially act as a fish in a barrel mechanic. The worst base in the game, a toilet called the Pit was shafted for a reason.
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Old 2013-07-18, 07:55 PM   [Ignore Me] #43
Climhazzard
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Re: Esamir Changes on PTR


I don't think anyone's mentioned this, and I should probably submit a bug report, but... I can't actually get the facility connections to display on the map. The Facility Connections map filter is checked, but it's disabled, so I can't change it myself.
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Old 2013-07-19, 06:32 AM   [Ignore Me] #44
Shogun
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Re: Esamir Changes on PTR


looks better than before, but why are there no catwalks on the outer walls?

hello? mcfly? *knock*

is it really so hard, to take a look at what worked in ps1?
the concept of the perimeter walls in ps1 provided nice gameplay and cover for both sides.

this simple flat walls don´t help too much with defense. they only help the attackers because they can fly in unharmed and undetected with their LAs and kill the entranched gate defenders from behind.

but i guess i gonna take a look at the new base designs to check if the spawncamp situation is changed...
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Old 2013-07-19, 07:26 AM   [Ignore Me] #45
findus
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Re: Esamir Changes on PTR


The new Esamir is really NEW!

Much more obstacles, Trees, rocks, seems to be in no way tank friendly anymore (i'm no tanker btw).

I took a closer look at some smaller outpost in the southern part. Small seems to be the wrong word. The walls seem to only reachable for LA or a precision drop. Many spawn rooms have now a teleporter, which brings you to a shielded room someplace else in the facility (and back, doesn't work sometimes). And the spawn rooms seem to be allways surrounded by walls and/or high rocks. If other than LAs can get there, we will see.

It also seems seems very hard to impossible to get tanks inside. The facilities don't have AA turrets (other than on towers).

There are allways ways around the walls through inlets or through ways between rocks and wall, where there is a gap. To guard all these, watching for LAs jumping the fence, incoming droppods, Galaxy drops and infils sneeking in...much to do...

Sometimes you pull the tanks from an area inside the wall and it materializes outside, so you can get tanks out of the facility, but not in, which rules skyguards inside out.

Some stations have completly new, interesting designs...

From an optical standpoint, i like it very much, for fighting, we'll see...
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