Portable generators
Re: Portable generators
They're useful if you have the minimap HUD. But I'm still fine with having to repair them and the main gens instead of relying on a portable one.
Re: Portable generators
Well as I play more I start to see where the problem lies. I hope we can get this issue fixed.
As you can see people dont even use the regular inventories anymore. On maps like Broadside those inventories end up just in the way. On maps like Scarabrae as you can see here you end up with about 3-4 inventories in a room that should have really only needed 1. But because the generator is broken they are forced to lay down multiple mobile inventories (not just 1, because for every inventory this isnt being powered by the generator, it needs to be replaced by a Mobile Inventory).
Hopefully Perri can fix this issue soon.
As you can see people dont even use the regular inventories anymore. On maps like Broadside those inventories end up just in the way. On maps like Scarabrae as you can see here you end up with about 3-4 inventories in a room that should have really only needed 1. But because the generator is broken they are forced to lay down multiple mobile inventories (not just 1, because for every inventory this isnt being powered by the generator, it needs to be replaced by a Mobile Inventory).
Hopefully Perri can fix this issue soon.
EvilTree{OZ}
Re: Portable generators
Now this one is just ridiculous
Just a couple of examples of what I was talking about.
Now this just looked fuckin stupid and just didnt feel right.
Just a couple of examples of what I was talking about.
Now this just looked fuckin stupid and just didnt feel right.
EvilTree{OZ}
Re: Portable generators
Let's just make the regular inventory stations not require generators, too...
Re: Portable generators
Actually, I watched them last night on Anni. This one did have a use, but only if protected by deployable walls. It allowed them to setup defense on the bottom of the base due to the gens being taken out early in the game, and it also allowed them to use it as a quick load out during the game for offense and defense, but it had to have deployable walls to protect it from being destroyed.vistalize wrote:Now this one is just ridiculous
Just a couple of examples of what I was talking about.
Now this just looked fuckin stupid and just didnt feel right.
EDIT: Now, I've seen this deployable inventory used to setup a quick force field door to block the entrance to the base to allow others to setup the defense, which kept the enemy out long enough to do that.
Re: Portable generators
His point is, they're putting mobile stations right next to inventory stations, instead of places where there are no stations.
Re: Portable generators
I understand E's point, but the perm station is gone already. Was it placed there when the perm station was still working? Then yes, it's not feasible, but if the perm station was already gone and so was the power, then the placement was done for a reason. My guess is a quick load out before exiting the base, but it's not protected from being destroyed. If you obs them playing Broadside in Anni, you will notice a lot of the players are putting these stations in this place and they are being used if not destroyed, but only if the power is already down, and the existing perm station is gone, but usually they will have blast walls protecting it, and it is working out for load outs to exit the base, and a quick rearm, compared to placing just an ammo station, or portable inventory station.
Re: Portable generators
Yeah this is it. Besides it looking cluttered, it's the most efficient solution. A lot of base inventories are placed in convenient locations, so if you don't want to waste time defending your gens, it make sense to place them there. Though for that broadside pic it would be smarter to place one back up the ramp and around the corner so it doesn't get hit by nukes (cover it with a bwall as well ofc). One of my biggest Tribes pet peeves is maps that have inconveniently placed inventories. I want to spawn, buy inventory, and GTFO as soon as possible -- not spend 30 seconds getting to the inventory. Mobiles solve this problem.<!>KILROY wrote:I understand E's point, but the perm station is gone already. Was it placed there when the perm station was still working? Then yes, it's not feasible, but if the perm station was already gone and so was the power, then the placement was done for a reason. My guess is a quick load out before exiting the base, but it's not protected from being destroyed. If you obs them playing Broadside in Anni, you will notice a lot of the players are putting these stations in this place and they are being used if not destroyed, but only if the power is already down, and the existing perm station is gone, but usually they will have blast walls protecting it, and it is working out for load outs to exit the base, and a quick rearm, compared to placing just an ammo station, or portable inventory station.
Re: Portable generators
My pet peeve is spawn points that face the wrong way.
I want to spawn, boost, and be at the enemy's base, without checking the map and setting waypoints!
I wrote a script that turns all of the spawn points so the face the enemy flag, and run it on most of my maps before saving.
I want to spawn, boost, and be at the enemy's base, without checking the map and setting waypoints!
I wrote a script that turns all of the spawn points so the face the enemy flag, and run it on most of my maps before saving.
Re: Portable generators
I agree with Perri might as well take out the generators period and have everything powered without them
EvilTree{OZ}