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Old 2011-09-22, 01:55 PM   [Ignore Me] #16
NapalmEnima
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Re: Combat Engineering - Fortification Engineering


A lot of the success of a fighting position depends on the defenders ability to create cover.

Unless the terrain is deformable (which would be awesome), they pretty much have to let engineers deploy something destroyable. That might be a force field projector, or a bunker/wall with some convenient firing slits. Perhaps both.
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Old 2011-09-22, 04:48 PM   [Ignore Me] #17
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Re: Combat Engineering - Fortification Engineering


Originally Posted by Raymac View Post
I love every word in this thread. When Higby mentioned the .50 cal type gun an engie can deploy, I got all excited. I love field battles, and things like this can create bridge-type battles only without the bridge. Setting up hardpoints, and subsequently breaking through them is hopefully a good sized portion of the game.

I like this thread too.

Not eveyone has uber kill ability. I have the hand-eye reaction time of a drunk Armadillo.

I always liked the Engie capabilities. I'd love to see more ENG abilities in PS2. They can come later. I can't imagine the DEVs not feeling the same. I feel lucky that these cats seem to love this game as much as the rest of us. I hope they're on this thread - I suspect they are - they're EVERYWHERE !
A lot of good content and expansion of gameplay here.

hmmmmm ..... DEFORMABLE TERRAIN ? ....the proper certed ENG uses his uber glue stick to add a bulldozer blade to a tank ..... and then the tank driver is temporarily part of that ENG team ... or can simply create his own gunnery hole.... maybe the tank driver can leave the bulldozer blade on - at the loss of significant speed and manueverabilty - but gets a net gain in front armor by having that huge blade in front of his tank (probably should cause the driver to suffer significant visibility loss as well)

....dug-in tanks would be bomber fodder....makes a tank work more as a fixed artillery piece while "dug-in"....now I'm ramblin' and dreamin'....still good stuff in this thread IMHO.


Last edited by Chaff; 2011-09-22 at 05:17 PM.
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Old 2011-09-24, 04:48 AM   [Ignore Me] #18
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Re: Combat Engineering - Fortification Engineering


Originally Posted by Talek Krell View Post
If they're going to clear mines, I think they should also lay them. That would make things interesting...
lol menu option: Retask Enemy Minefield.
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Old 2011-09-24, 09:43 AM   [Ignore Me] #19
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Re: Combat Engineering - Fortification Engineering


i think the field deployable turrets need to be stronger, and more varied. it would make engineer certs more diverse and interesting.

i found gunning field turrets very fun, but they were incredibly underpowered. it was more productive to park a tank and use it as a turret than trying to deploy one most of the time. i hope the dev team can make the field turret more usable. it was very satisfying to gun one of those.

Last edited by moosepoop; 2011-09-24 at 09:45 AM.
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Old 2011-09-24, 11:42 AM   [Ignore Me] #20
Talek Krell
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Re: Combat Engineering - Fortification Engineering


Yeah, those engie turrets in PS1 were a cool idea but I think they mostly tended to be deathtraps. the MG emplacement they mentioned makes me think they're moving in the right direction with it.

Ninja edited for clarity!

Last edited by Talek Krell; 2011-09-24 at 11:20 PM.
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Old 2011-09-24, 11:10 PM   [Ignore Me] #21
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Re: Combat Engineering - Fortification Engineering


They had them in PS1. They really didn't last long. Too low of armor. If they give PS2 turrets more armor or if they are just easier/faster/more to deploy it may work a bit better.
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Old 2011-09-26, 12:18 PM   [Ignore Me] #22
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Re: Combat Engineering - Fortification Engineering


I hope the deployable guns:

* Have multiple weapon variants, including at least one empire-specific weapon.
* Have some protection so the gunner isn't just sniper bait. A nice armor plate out front and/or a shield generator of its own would do the trick quite nicely.

A tripod with a gun is just going to get the gunner killed (though they might take 1 or 2 folks with them). Not very satisfying unless you can set up a kill box with multiple guns and wipe out everyone as they approach.
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Old 2011-09-26, 01:25 PM   [Ignore Me] #23
Talek Krell
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Re: Combat Engineering - Fortification Engineering


I'm envisioning them as a sandbagged foxhole with something like a 110 degree field of fire. The sort of thing that you'd set up to cover a base entrance or an open approach in field warfare.
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Old 2011-09-26, 02:41 PM   [Ignore Me] #24
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Re: Combat Engineering - Fortification Engineering


Stealth turrets and maybe have it so that you can upgrade the turrets Team Fortress style.
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Old 2011-09-26, 03:15 PM   [Ignore Me] #25
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Re: Combat Engineering - Fortification Engineering


I like the idea of an ENG deploying a field turret AND somehow adding (the same ENG, or other/additional ENG(s) some cover or protection for it.

A small Outfit could deploy 4 of these on the downside (out of sight) of a hill (on a road or major route thru the terrain), lay out a mine filed, and throw havoc on an enemy supply line for several minutes. Destroy vehicles and kill some enemies. Pack up, and set up house at another strategic choke point. Done wisely, a small group of engies could really frustrate and slow an enemy down.

If an opposing empire was moving significant amounts of troops and resources by air, deployable AA field turrets on high points in the terrain along the primary air route(s) could also slow down the enemy.

Last edited by Chaff; 2011-09-26 at 03:23 PM.
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