Planetside

Planetside Dev Tracker




25 Apr

Comment

Originally posted by ps2veebee

Reactions:

Is the infantry tunnel a it-creates-a-hole-and-goes-underground tunnel, or a "skinny Sunderer garage"?

Good on Mirror Bay being destroyed

Good on streamlining ANT upgrades, HUD stuff, and other QoL

I can't hack through walls now? I'll miss my ninja hacks from under staircases.

Still uneasy about how the new construction balance will play out - still room for vehicle players to avoid taking a direct fight and just shell the base to death, but there are plenty of new toys to play with and I appreciate that Cortium is not a maintenance task now

I anticipate farming air by buffing a turret with some modules and just sitting there tanking everything they throw at me

Above ground tunnel with half height and full height cover and bollards to stop vehicles. Won’t be parking a Sunday in it but it will provide cover to move from point to point and fight from. You’ll see it soon.

Comment

Originally posted by Hell_Diguner

When an outpost is captured by an opposing faction, construction objects within 100 meters are converted to the capturing faction. Players who previously owned these objects have their placement limits freed up so that they can build elsewhere.

But who owns the flipped objects, and thus, who can deconstruct these flipped objects?

Constructs have enormous health, so we cannot friendly fire them to death without getting weapons locked. This is something players can and will exploit if we think we're going to lose the capture timer. We'll sabotage the base by placing structures in bad places, and it will royally suck if conquerors don't have a a reasonable way to undo this.

I do. All your base are belong to us. Make your time….

Comment

Originally posted by fedora001

"Spotlights attached to construction objects (like those at the Infantry Tower,) now count as Darklights for the purposes of revealing cloaked targets."

Infil mains aren't gonna like this one

Every infiltrator will be hide the pain Harold as they read these notes.

Comment

Originally posted by ItzAlphaWolf

I have a few questions:
Are building placement limits going to change? As of right now you can really only place a few items per person (Example: You can only place one turret of each type). Obviously there are some things you want limited per person, but we should get the ability to place more than one of the new utility buildings like the awning

Any changes to building placement? When you made your door ramp post you said "And we're adding ramps like this to ensure if the terrain at the front is higher than the back there's still easy access.". Will there be a greater distance between the green and blue nodes to ease in placement over uneven terrain? I see bridge placement being the biggest issue with wide gaps causing issues with the current system. Will the new items be more forgiving?

Yeah we are tweaking the skirt depth for allot of buildings to be as generous as we can. It’s an ongoing process but bigger buildings will always be more limited in their placement than a small blast wall.


24 Apr

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11 Apr

Comment

Originally posted by soEezee

Can we put the ramp on it?

Can’t put props on props but ya can put it at the end or under it.

Comment

Originally posted by TempuraTempest

WOW. Can you climb around all over this thing? I like the idea that construction can be more than just fortifications. It can also be an offensive tool. I wonder about the possibility to place structures like this without needing a nearby silo?? It could be handy to make infantry cover for base attacks as well.

It’s a vehicle bride. Wide enough to deploy a colossus tank on. Long enough to span a big gap and tall enough to bridge the deep valleys of Indar.

Comment

Originally posted by SomeRandomTrSoldier

Way it looks, will bridge supports adjust to terrain or clip into it?

The end supports are clipped into the terrain in this shot but go down as far as the mid supports.