Assumed they were only talking about the new no-deploy zones around cap points. As in, if they are friendly you do not see them and can deploy within them. If they meant sunderer no-deploy zones as well, christ! That's pretty major.
Yeah I would read that as: the no-deploy zones for friendly structures don't count, which means you *could* deploy a friendly sunderer underneath a point that you are defending.
Personally I'd rather see no-deploy zones being universal, rather than for one side or the other.
Massive Esamir changes on the test server apparently.
A bit concerned that for all the work on the externals of the base, infantry flow inside will still have been ignored.
Cmaster seems they have added teleporters for defenders so they can at least spread out in the bases they defend easier and look at Esamir Munitions corp, two towers linked with bridges. Looks pretty damn cool, that is what planetside needs. Bridges on multiple levels to let people shoot up/down and light assaults to move about the base.
I am mostly worried about the tank gameplay that Esamir is pretty unique to offer, the big open areas where MBTs can duke it out and Lightnings/Harassers pull flanking maneuvers etc.
I think that tank gameplay will still be there, but it'll be the same thing as Indar when they brought in the lattice - the gameplay shifted to allow for these sweeping moves from bases to base, and tank battles in between. I'm thinking specifically about the fighting in the north-western part of the map where you have the open desert areas (similar to Esamir, in many ways).
Sounds a lot more fun to me than a hundred tanks spawn camping a base.
I'm a big fan of those changes. I think the impacts will be:
* LA becomes a more common class (LA squad anyone?)
* open fields become more of an infantry no go area
* base capture will be less about spawn camping and more about actual fighting in the base
All of those sound good to me. Not sure what impact the trees might have.
Problem is many of the open fields have been removed by the addition of rocks, cliffs, trees and general debris from the looks of it. Still looks good, many of the new bases should see a lot more room for good infantry squad combat.
Just wish they would do something to change biolabs completely, though they seem to have changed biolab captimers so that 3/4 points caps it in 7 minutes like any facility but 4/4 will cap it very fast.
Edit: I mean that the new bases seems to have better infantry combat areas compared to biolabs which makes biolabs a bit old? Anyway Esamir is looking good.
We've waited so long but at last the good lord Higby has heard our prayers:
"Platoon leader waypoints per squad, ability for platoon leaders to set individual squad waypoints for Alpha, Bravo, Charlie and Delta squads"
Oh and Esamir's getting an update, the ESF changes are coming in and potentially game altering (breaking?) implants. Full details of GU13 here: https://forums.station.sony.com/ps2/...letter.141227/
^ Wild predictions now for implant users: no-one will use EMP Shielding, all Infiltrators and some LAs will take Sensor Shield.
It's also worth reading Kevmo's post that the patch briefing links to - some of it hasn't been implemented from the looks of it but it involves major changes to the mechanics of AA lock-on launchers.
Oh, and fairly major C4 changes on the test server from the looks of it - two C4 will no longer insta-gib tanks or Sundies.
Ooooohhhh. Some of those ESF changes sound AMAZING. And even those who are not great for air seem pretty balanced.
If nothing else, this will mean that people can cert in to other stuff than flares at least.
i hate to say it, but unless implants are going to be ridiculously cheap (sub 50 certs), this is p2w for me. i'm very disappointed with the implementation theyve chosen here
Doh! Just imagine that I've edited my post to remove the part about Sundies. It does now give tanks a chance to repair though (unless the LA has a grenade launcher) - unfortunately it does leave them burning but it's something.
also, that new nc pistol is utterly insane if it's going to have the same stats as on test
Vanu weapon audio update:
Most VS infantry weapons have had their audio significantly updated to be more impactful and satisfying.
(could be interesting)
There you go.
Yeah the current implementation of implants sounds absolutely horrible.
It does, doesn't it? :'(