ZAM interviews Tramell Ray Isaac and Leonard Gullo as PlanetSide 2 reveals the second continent of Auraxis and much more.
Though it might appear that the drivers and pilots are mainly being catered to, the grunts who like to put their boots to the ground have nothing to fear regarding the outposts. Gullo stated “We really hand crafted those areas to try and give the infantry some benefit. There’s a lot of trench warfare on this continent and those are mainly around the facilities and outposts.” Part of the reason for the trench warfare is to change up the infantry vs. infantry combat. Some of the trenches will lead under the walls of facilities making them vital points of access. The other added advantage of the trenches is they allow infantry to consolidate their position, meaning any long trips to get to the outpost aren’t over in a frustratingly quick manner.
The fights on the continents will be kept quite separate initially. Gullo explained that there will be no metagame between Esamir, Indar and the other areas (more on that later) as not all of the maps have been implemented, though that is a part of the dev team’s plan post-launch.
Gullo explained that getting to the new land from Indar should be pretty straightforward for players to move to the continent of their choice “Warp gates will be your link between the continents. You just go back to the warp gate and access the terminal and choose to go to Esamir.”
A change to the way all facilities are handled will also be in today’s patch. Previously, warp generators could be damaged for a tactical advantage by simply blowing them up. Instead, attacking players set the units to overload, setting off an alarm which warns the defending side that they have 60 seconds to try and stop the infiltrators. This should add many new flashpoints and more ebb and flow between defense and attack.