at0m Official Con Soccer Mom Posts: 7,800 Joined: Jun 2008 |
01-23-2014, 08:17 AM
Shield breaker and ams on the same sundy? Lolwut
Sent from my Nexus 5 using Tapatalk "If you want to be a Double E, bend over and grab your knees...." "Atom is Sexy!" <-- Donate your own pic to the cause! Victory needs no explanation. Defeat allows none. -Sun Tzu |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
01-23-2014, 08:19 AM
(01-23-2014, 08:17 AM)at0m link Wrote: Shield breaker and ams on the same sundy? Lolwut >No deploy zones make this a moot point  Sig by Joel |
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Didzo Uninstalling Posts: 5,206 Joined: Dec 2009 |
01-23-2014, 03:18 PM
Nice little change. I expect more flares and radar on busses now.
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Chooly BRB, Posting Posts: 768 Joined: Mar 2008 |
01-23-2014, 06:15 PM
Haven't seen this mentioned here:
Quote:In an effort to encourage squad cohesiveness and increase available spawn options we are adding the ability to spawn in squad owned transport vehicles. Initially this will be limited to the Sunderer and Galaxy in order to reinforce their transport roles, but we may eventually open this functionality up to other types of vehicles. What I want to know is if this can support hot-spawning into a squad owned Gal while it is in motion. If the respawn proximity is too low then I think it's value for being able to quickly deploy a squad to other areas will be limited, and it's mostly going to be good for getting everybody together (less cat herding) to move to a new location after completing an objective. EDIT: One scenario I do like is the ability to do consecutive clown car / suicide runs [table][tr][td] [/td][td]Chooly: /nevergonnagiveyouup Eschatos: /nevergonnaletyoudown [TC] Versus: /nevergonnarunaround [TC] Versus: /anddesertyou ToiletDuck: /closeapplication[/td][/tr][/table] |
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HeK Rotartsinimda Posts: 4,183 Joined: Jun 2015 |
03-22-2014, 09:28 AM
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rumbot BRB, Posting Posts: 822 Joined: May 2013 |
03-22-2014, 08:13 PM
hek that was exclusive
wat r u doing ur not a spy those shoes don't even fit |
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Duck, Duck, Goose Guest |
06-27-2014, 07:35 AM
https://forums.station.sony.com/ps2/inde...26.191225/
Quote:To accommodate continent locking, Global Alerts have been removed from the game, meaning every alert is now specific to a continent rip in peace biolab alerts |
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MissBiz Lurker Posts: 72 Joined: Nov 2013 |
07-08-2014, 05:58 PM
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Duck, Duck, Goose Guest |
07-08-2014, 06:04 PM
(07-08-2014, 05:58 PM)MissBiz link Wrote: https://forums.station.sony.com/ps2/inde...-8.193046/Too little too late... yay, we can pull shit without timers... meaning we'll have even less resources! :-* Have fun deciding whether to pull something that might die in 2 minutes vs stocking up on C4 and nades. Quote:people who always spam the same thing can spam even more, and people who want to diversify their play time will suffer from this? Also huge nerf to infantry.
(This post was last modified: 07-08-2014, 06:08 PM by Nitrous Oxide.)
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