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  1. #3461
    Lesser Hivemind Node sketchseven's Avatar
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    I like the idea of vehicle-mounted bounce pads to clear walls - deployable from a Sunderer perhaps.

  2. #3462
    Secondary Hivemind Nexus Bankrotas's Avatar
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    Well, there could be implementations, where it could work, but damn, vanguard is slow enough and without shield it would be crap. This thing going at let say Magrider's speed while not having the acceleration would be terrible even if you needed 10-20 shots front to kill it.
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  3. #3463
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    Quote Originally Posted by LaKroy;
    What place do you think there is for this huge Nanite Systems "Colossus" tank in PS2?
    None. There is too much Nanite Systems hardware as it is. Empires already lack flavour to such an extent that the differences for the most part are more or less cosmetic. I want more differentiation, not yet another thing that is shared across all factions.

    that said, it could turn out to be fun to play around with, but I'll reserve judgment on that until I see some more of it.
    Steam: EsotericReverie | Origin: EsotericReverie | Planetside 2: EsotericReverie | Battle.net: Esoteric#2168

  4. #3464
    Secondary Hivemind Nexus mickygor's Avatar
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    If it moves slow enough that engineers can easily keep up, it'd be great for an invincible line pusher. Two of these side by side could cover an entire platoon.
    Itsbastiat, Dawngate
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  5. #3465
    Secondary Hivemind Nexus bonkers's Avatar
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    I just hope it's the same thing with everything they tease this way: it never finds its way into the game.
    (Firefall: bug shot) // (PS2: bobby is going home)
    -remove spaces-

  6. #3466
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    Quote Originally Posted by mickygor View Post
    If it moves slow enough that engineers can easily keep up, it'd be great for an invincible line pusher. Two of these side by side could cover an entire platoon.
    Don't telly Waffly.

  7. #3467
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    Quote Originally Posted by mickygor View Post
    If it moves slow enough that engineers can easily keep up, it'd be great for an invincible line pusher. Two of these side by side could cover an entire platoon.
    That's an interesting idea. Give it a regenerating shield that covers a forward 120 degree arc and heavy all-round armour, so that infantry and even vehicles can hide behind it like a mobile wall. The gun should be a high accuracy, low fire rate, moderate damage weapon like the ESF railgun to discourage lone tanks, but it should have no secondary guns so that it's useless without significant support.

    It would never win a fight on its own, but when pushing a lattice lane it would force the enemy to have to manoeuvre and focus fire to take it out, or have their front line gradually pushed back.

  8. #3468
    Lesser Hivemind Node Cephas's Avatar
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    https://forums.station.sony.com/ps2/...update.167737/

    February is the infil update! What do you think? New tools sound interesting I think!

  9. #3469
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    Oh and this was pretty nice, too, posted Friday:
    https://forums.station.sony.com/ps2/...update.167189/
    Steam: EsotericReverie | Origin: EsotericReverie | Planetside 2: EsotericReverie | Battle.net: Esoteric#2168

  10. #3470
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    This, if actually implemented, could also be an interesting change:
    https://forums.station.sony.com/ps2/...awning.167163/
    Steam: EsotericReverie | Origin: EsotericReverie | Planetside 2: EsotericReverie | Battle.net: Esoteric#2168

  11. #3471
    Lesser Hivemind Node Cephas's Avatar
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    Quote Originally Posted by EsotericReverie View Post
    This, if actually implemented, could also be an interesting change:
    https://forums.station.sony.com/ps2/...awning.167163/
    Hmm not sure about that! It would be a bit strange if someone just spawned into your galaxy that was already on the way to a point.

    Guess we'll see...

  12. #3472
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    Could be interesting in the same sense as in that famous old Chinese proverb. It will depend on the implementation, certainly.

    Oh, and something we need to work on is perfecting the high-speed Galaxy pickup. Bring the squad up onto a ridge or tall building. Fly the Galaxy across at speed along a straight line, mind, and have people hop on as it passes, we did something similar at one of the Amerish outposts once (Blackridge, perhaps?), and it worked petty well.
    Steam: EsotericReverie | Origin: EsotericReverie | Planetside 2: EsotericReverie | Battle.net: Esoteric#2168

  13. #3473
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    Quote Originally Posted by EsotericReverie View Post
    This, if actually implemented, could also be an interesting change:
    https://forums.station.sony.com/ps2/...awning.167163/
    I am so all over that. Will make gal dropping on tech plants much more powerful as if the whole squad gets gunned down on the first attempt you can fly over and drop them again!

  14. #3474
    Secondary Hivemind Nexus Dominicus's Avatar
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    So basicly squad sunderers no longer need AMS. Me like!

  15. #3475
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    Don't really like the squad spawning thing... perhaps with sunderers, since it just reinforces their role as mobile spawn points, but I don't really like the sound of spawning into gals in mid-air. Didn't they just get rid of an exploity spawn in the form of squad deploy?

    I like seeing full gals getting shot down before they can drop and people bailing out of burning sunderers. With the new system you may as well use several gals/sunderers and only spawn on the ones that make it. Dunno, seems like it might sacrifice some of the coolness of gal pickups/drops and the logistical side of moving around, while opening up a whole raft of potential exploits for the sake of some small convenience, which afaik they are just doing because Battlefield has it.

  16. #3476
    Lesser Hivemind Node Cephas's Avatar
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    That's basically what I thought Rizlar. Everyone respawn hops to the nearest base to the drop point then waits until the gal arrives then redeploy inside.

  17. #3477
    Secondary Hivemind Nexus mickygor's Avatar
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    I'm hoping the gal/sunderer spawn in transit thing has a similar cooldown to spawn beacon. Perhaps sharing the cert line for ability and cooldowns. Seems like it's gonna completely change the flow of the game otherwise.
    Itsbastiat, Dawngate
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  18. #3478
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    https://forums.station.sony.com/ps2/...-cet.167927%2F

    new esf changes. Wonder if it might be time to learn how to dog fight.
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  19. #3479
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    I liked the suggestion someone had, that spawning into a squad Galaxy would only be possible if that Galaxy is inside an uncontested friendly territory. Possibly even then on a pretty timer, and maybe limited by distance too.
    Steam: EsotericReverie | Origin: EsotericReverie | Planetside 2: EsotericReverie | Battle.net: Esoteric#2168

  20. #3480
    Secondary Hivemind Nexus Boris's Avatar
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    Meh. Right now, the Galaxy needs to be occupied by one of your squad (perhaps your SL) and there's a longer timer than normal respawns. If that means some 30 seconds, I'm pretty much fine with it.

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