• Planetside 2 Thread v2 - Beta floodgates open GOOD LUCK EVERYBODY
    10,003 replies, posted
[QUOTE=The golden;38069991]I guess that explains why the NC have just pushed us to our warpgate on Thebe/Indar and we cannot get out because the NC just tear us to shreds.[/QUOTE] slow firing weapons with about 7 feet of drop at 300 meters vs high speed medium damage no drop I think we're just better at the game than you are
[QUOTE=The golden;38070135]I was just playing as a heavy assault with full shield and health AND I had my shield ability activated. A NC heavy assault comes around the corner and puts a few rounds into my chest Even with my ability active he killed all of my shield and left me with one bar of health for what I assume was about 5 bullets. I'm sorry, but the NC is so fucking overpowered that it's not even funny.[/QUOTE] at close range sure but all but the infiltrator is useless beyond about 75 meters
[url]http://forums.station.sony.com/ps2/index.php?threads/the-truth-behind-balance.32189/[/url] From my personal experience and this guy's (much more valid) empirical study, we can conclude that the NC [I]are[/I] more powerful. Besides, I'd rather play as monkeys using slingshots than edgy teen rebels who play their rock and roll real loud and don't do their homework (!)even when their moms tell them to(!). However though, the TR are pushed back to the Warpgate on Indar, to my knowledge, because a cabal of idiots insists on spawning at The Crown when they're needed to defend the front line.
[QUOTE=PvtTwinkletoes;38070075]Wtf medics can revive maxes?[/QUOTE] It's a cert thing. Also imo the prowler cannon sucks. The second shot NEVER hits. And anchoring just lets the other guy run away anyways. Does the magrider still get the boost unlocked standard? It should be a cert thing like the other two tanks.
[QUOTE=PvtTwinkletoes;38070075]Wtf medics can revive maxes?[/QUOTE] Medics revive them, but engineers still need to repair them.
[QUOTE=Mindfuck 2;38065502]Then again, VS and NC are also faggots. [editline]17th October 2012[/editline] Plus we now have a super shotgun.[/QUOTE] VS are the Wuss in the PS1, NC are in ps2. Even the Nc all class shotgun is stupid, as a full hp max i got killed by them with a magazine+half, with tr shotgun, 2 entire magazine and the max still has 20% hp.
I must be doing something wrong because it takes a full clip for me to take down someone and usually I have maybe 4 bars of health if I'm lucky. Then again, my frame rate is jumpier then a bunny.
One thing that never fails no matter where you look is that people always complain that their own empire is underpowered. [editline]17th October 2012[/editline] [QUOTE=Spooter;38070224][url]http://forums.station.sony.com/ps2/index.php?threads/the-truth-behind-balance.32189/[/url] From my personal experience and this guy's (much more valid) empirical study, we can conclude that the NC [I]are[/I] more powerful. Besides, I'd rather play as monkeys using slingshots than edgy teen rebels who play their rock and roll real loud and don't do their homework (!)even when their moms tell them to(!). However though, the TR are pushed back to the Warpgate on Indar, to my knowledge, because a cabal of idiots insists on spawning at The Crown when they're needed to defend the front line.[/QUOTE] Isn't that the guy who only takes into account the individual bullet strength of each gun, and doesn't bother to touch on bullet drop or spread?
[QUOTE=The golden;38070904]However, there are some situations which I attribute to being out of my control. Something which I cannot stop when I believe I should otherwise be able. These are the things which I call bullshit. I posted in the 2nd post on this page is one of these.[/QUOTE] I know where you're coming from here, being in a situation you know you can't get out of is annoying and really shouldn't be allowed to happen if at all possible. But I do have to say that on the few occasions I've used the NC heavy assault, the default gun you carry feels like complete garbage. It's probably my least favorite gun in the game. Are you sure he wasn't using one of those largely unbalanced unlocks?
[QUOTE=Uesrname;38070852]One thing that never fails no matter where you look is that people always complain that their own empire is underpowered. [editline]17th October 2012[/editline] Isn't that the guy who only takes into account the individual bullet strength of each gun, and doesn't bother to touch on bullet drop or spread?[/QUOTE] That only matters for snipers whom even then don't have to do that much math to get shots right. Its funny watching combat in videogames actually mimic at least one facet of combat, that infantry men LOVE to get up close, it makes it a more likely hit. Its why we developed the M16 and the M14 was stupid.
[QUOTE=Swilly;38070991]That only matters for snipers whom even then don't have to do that much math to get shots right. Its funny watching combat in videogames actually mimic at least one facet of combat, that infantry men LOVE to get up close, it makes it a more likely hit. Its why we developed the M16 and the M14 was stupid.[/QUOTE] If spread and drop only matter for snipers, then why would infantry "LOVE to get up close for a better chance at a hit"? If bullet physics don't have a noticeable effect on them, it wouldn't matter how close they were, and would be a tactically better idea to attack from a distance.
[QUOTE=ButtsexV3;38070192]at close range sure but all but the infiltrator is useless beyond about 75 meters[/QUOTE] That sure explains why I keep getting one-shotted from God even knows how far away [editline]beepidiboop[/editline] Wait shit I misread that, turns out 'but all but' is easy to miss
[QUOTE=d00msdaydan;38071059]That sure explains why I keep getting one-shotted from God even knows how far away[/QUOTE] and that would be the infiltrators I mentioned [editline]17th October 2012[/editline] [QUOTE=Spooter;38070224][url]http://forums.station.sony.com/ps2/index.php?threads/the-truth-behind-balance.32189/[/url] From my personal experience and this guy's (much more valid) empirical study, we can conclude that the NC [I]are[/I] more powerful. Besides, I'd rather play as monkeys using slingshots than edgy teen rebels who play their rock and roll real loud and don't do their homework (!)even when their moms tell them to(!). However though, the TR are pushed back to the Warpgate on Indar, to my knowledge, because a cabal of idiots insists on spawning at The Crown when they're needed to defend the front line.[/QUOTE] yet he still never takes into account the immense amount of guesswork NC snipers have to do in regards to bullet drop, while vs and tr, again are pretty much point and click
[QUOTE=The golden;38070135]I was just playing as a heavy assault with full shield and health AND I had my shield ability activated. A NC heavy assault comes around the corner and puts a few rounds into my chest Even with my ability active he killed all of my shield and left me with one bar of health for what I assume was about 5 bullets. I'm sorry, but the NC is so fucking overpowered that it's not even funny.[/QUOTE] Sounds like at least one of those shots was in your head. Also, gigantic quote of Higby glory: [quote]Hey all - One of the issues that's been consistently brought up by our beta players is "where's the metagame!?". Good question! We've been looking very closely at what Planetside 2 needs to have a solid metagame that we can continue to grow from and enhance for years. A lot of your feedback as well as our own observations of how the gameplay of Planetside 2 has evolved is directly shaping where were going with the metagame systems, and a lot of these decisions have required us understanding how the game will play with thousands of players actively fighting, what will motivate them? what will encourage better fights? It's hard to design these types of systems without knowing what gameplay 'needs' must be filled, so a lot of these systems simply weren't possible for us to fully design until we had a few months of beta testing to learn the answers. The improvements we're working towards are across several systems and different scales, but they're all designed to provide a more meaningful, rich, and understandable metagame experience. These changes are going to be coming over the next few weeks, they won't all come at once, but they're all on the way. Spawning Mechanics and Squad Cohesion Planetside 2 is a team game, it is simply more fun to play when you're in a cohesive group, communicating and working together with your allies. We want to make sticking with your squad the 'path of least resistance' for respawning into the game. To do that we're adding some mechanics and modifying others. Spawn beacons will no longer cost resources or use up a tool slot Squad leaders who are actively leading a squad and have unlocked the beacon cert will be able to place a beacon on a timer The nearest "hard spawn point" to your squad leader will be available to all squad mates to spawn at regardless of their location on the map Squad vehicles like Sunderers will be available to be spawned at regardless of distance Players will be able to "Instant Action" to their squad leader as long as the instant action timer is available. We're also going to make Sunderers available at more outposts so that a push isn't halted by lack of spawn logistics if your sunderer gets destroyed during the course of capturing an outpost. Along with this we will be putting in radius checks for deploying Sunderers in proximity to others. We want players to be able to get access to spawning logistics when they need them, but not have those spawning logistics be so spamable that bringing 20 Sundys to each fight is the guaranteed path to success. Base Capture mechanics and communication Since the start of beta we've been continually iterating and refining on base capture mechanics. Our next round of iterations is going to simplify some of the base capture routine by removing the ticket system. Currently to capture a base you 'flip' a point and then wait for your capture tickets to count up, this is a passive process which currently allows people to flip a point and then move to another base, or flip a point and camp somewhere in the base. We're going to make it so that the time to flip the point is the time to capture the base, that way you know if a base is being captured there are players actively there converting the point. As part of this change we'll also be increasing the radius for capture by quite a bit so you don't have to just stand within a 5 foot radius of the point, but can move around within the outpost of facility to a greater degree. This will convert the current 'race to the finish' system into more of a 'tug-o-war', controlling the point will pull the facility towards your empire. Influence will still impact the time it takes to convert the point, and be really important to successfully capture the base. For multi-control point outposts a similar system will be in place with the control nodes each pulling on the rope. Up to 12 players will be able to influence a single control point, increasing the strength that it converts from 1x to 3x. This should encourage attackers to actively defend control points and the rooms they're in, and remove some of the feeling of 'wack-a-mole' that currently exists in the multi-control point bases. This change should make the result of the base capture be closer tied to the action of capturing. No longer will base capture event end even when you have the upper hand in the fight due to a ticket flipping over for the defenders. You will win if you have the leverage to win, period. In addition to the conversion from a race to the finish to a tug-o-war we will be changing how some of the rewards work for facilities. Defenders will earn bonus experience for actions taken during the base capture, repairs, heals, revives, kills, etc. Attackers will earn a large XP bonus upon successful capture. These competing reward goals should give everyone a strong incentive to both attack and defend bases. We're going to make the reward dynamic so the longer the base remains owned by an empire the larger the bounty is for attackers and the more the bonus for defenders grows, this should help to give some real motivations to hold and assault key territories and also to move around the map a bit and not just fight over the same stale base. Large facilities will have a higher cap for both rewards, and they'll scale down with the facility size. Another key addition will be tactical base benefits. You've been asking for them, and we're going to add them. Empires who maintain an unbroken line of territory control will be able to receive these benefits at any connected facility, outpost or towers. Here's what we're thinking for the facility benefits, you guys who played the original should be familiar with these ideas, but we want to hear your feedback on if you think these will work or ideas for cooler or better benefits if not: Biolab: Reduced respawn timers at connected facilities / outposts Amp Station: Overcharged base turrets, longer overload times on facility generators Tech Plant: Access to MBTs - yes, facilities will be unable to spawn MBTs without a connected tech plant Another piece of the puzzle will be better communication of the tactical situation on your continent. We are going to be making some enhancements to the map to show the capture status of the region, and better convey security ratings of areas. This is an area we need to make a lot of improvements on so that can easily know where to go to find the fight. Finally, we need to make Instant Action / Hotspots work better. We're working on the heuristics for instant action to ensure that it's not only taking you where it says it will, but so that the options available are more relevant, with real "action" that you can instantaneously access. This is another tool to help newer players more easily find and participate in big battles. Intercontinental Warfare As we continue to add continents to the game, our goal is to make intercontinental conquest a central aspect of the metagame. The back and fourth of campaigning across a network of massive scale continents in enormous empire vs empire clashes is one of the cornerstones of what makes Planetside such a unique game. With our initial three continents we will be laying the foundation for this global conquest gameplay by adding things like continent locks for total continental domination, continent benefits from locking continents that carry over globally, and mechanics to support retaking locked continents. With the release of Amerish in the next couple weeks (fingers crossed!) we will be adding specific and unique continent benefits to the game, things like reduced vehicle timers or resource costs, increased ammo capacity, faster respawn times, etc. We want these benefits to provide strategic incentives to holding a continent, and as we expand out form the backbone for empire wide prioritization and targeting. This is another area where we're really interested in your input. What type of benefits would you like to see on continents? What would you NOT like to see there? Let us know. In closing Finally I want to thank you guys for your support, ideas, angry rants, bug reports and everything inbetween. This game is very unique (in the MMO world and elsewhere) in that making it great is simply not possible without a dedicated and passionate beta community that can not only provide insights into what is missing, test our assumptions, break our game systems and, perhaps most importantly, hold out feet to the fire about issues we're not paying enough attention to. You guys have been fantastic with all your feedback and we heartily appreciate it, and we hope you continue to be our partners in making this the best MMOFPS game in the world for years to come. Thanks! - mh[/quote]
[QUOTE=The golden;38071678]I had full health and full shield [B]AND[/B] my shield ability was active. If a headshot can reduce me to 1 health bar then that still confirms what I am saying - the NC is overpowered as fuck.[/QUOTE] But it wasn't just a headshot. There was more than one shot, yes? If a TR shoots me in the head with my shield active, same thing happens. The amount of times I've died to a TR in what seems like one shot, it happens all the time. It just means the guy has decent aim. Also the shield isn't some temporary invulnerability, it only reduces damage by maybe 10%.
[QUOTE=The golden;38071678]I had full health and full shield [B]AND[/B] my shield ability was active. If a headshot can reduce me to 1 health bar then that still confirms what I am saying - the NC is overpowered as fuck.[/QUOTE] I've had the same thing from both tr and vanu. You're talking about someone with good aim, not NC being overpowered
[QUOTE=The golden;38071678]I had full health and full shield [B]AND[/B] my shield ability was active. If a headshot can reduce me to 1 health bar then that still confirms what I am saying - the NC is overpowered as fuck.[/QUOTE] where's that forum post where the people actually tested the damage? they found most NC guns had inexplicably higher dps, but it was literally a margin of like 5%, hardly 'overpowered as fuck'
[QUOTE=krail9;38072358]where's that forum post where the people actually tested the damage? they found most NC guns had inexplicably higher dps, but it was literally a margin of like 5%, hardly 'overpowered as fuck'[/QUOTE] higher dps, extreme bullet drop. I'd call that balanced
I was driving a tank up a steep-ish hill with like 16 infantry following me. I took a wrong turn and the tank couldn't get any further up and I decided to try and straighten it back. Thus I proceeded to slide sideways and went "NO NO NO NO" and rolled over 12 of the aforementioned 16 people following me. I knew something like that was going to happen when everyone started following me. :v:
[QUOTE=The golden;38071678]I had full health and full shield [B]AND[/B] my shield ability was active. If a headshot can reduce me to 1 health bar then that still confirms what I am saying - the NC is overpowered as fuck.[/QUOTE] Jesus christ maybe everyone else is just better than you or something.
that feeling when you're squatting in the perfect ambush spot with a rocket launcher and a heavy tank drives by, and then after four hits your fifth rocket misses and the tank sees you and shoots you in the face
They seriously should think about making the MBTs Driver/Gunner/Commander to stop constant tank spam, this is ridicolous.
[QUOTE=ButtsexV3;38071123]yet he still never takes into account the immense amount of guesswork NC snipers have to do in regards to bullet drop, while vs and tr, again are pretty much point and click[/QUOTE] I would hardly call it "immense guesswork". If it was so hard to land hits, there wouldn't be so god damn many NC snipers.
[media]http://www.youtube.com/watch?v=oZtdpGOpiys&feature=youtu.be[/media]
[QUOTE=ButtsexV3;38071123] yet he still never takes into account the immense amount of guesswork NC snipers have to do in regards to bullet drop, while vs and tr, again are pretty much point and click[/QUOTE] The NC sniper is easy. The enemy only has to stop for a split second and I kill them.
[QUOTE=ButtsexV3;38071123]yet he still never takes into account the immense amount of guesswork NC snipers have to do in regards to bullet drop, while vs and tr, again are pretty much point and click[/QUOTE] [QUOTE=FlakAttack;38073685]I would hardly call it "immense guesswork". If it was so hard to land hits, there wouldn't be so god damn many NC snipers.[/QUOTE] [video=youtube;ihVHmfsZlkY]http://www.youtube.com/watch?v=ihVHmfsZlkY[/video] [editline]17th October 2012[/editline] [QUOTE=Thom12255;38073742]OP Flash[/QUOTE] And people say Magrider is OP. Nonsense I say!
What's the normal schedule for server down time? And why are they down anyway?
I've been playing this for a week now, and I just got myself the skyguard for lightning + reinforced top armor, and that shit is just awesome! I get so many kills because I guess people don't expect a heavy ground anti-air in the middle of tank battles. Best purchase so far.
this [t]http://gamersblock.net/gamefluid/wp-content/uploads/2011/07/nc_max.jpg[/t] [editline]17th October 2012[/editline] and this [IMG]http://cdn3.digitaltrends.com/wp-content/uploads/2012/03/GDC-2012-PlanetSide-2-2.jpg[/IMG]
[QUOTE=maqzek;38073812][video=youtube;ihVHmfsZlkY]http://www.youtube.com/watch?v=ihVHmfsZlkY[/video][/quote] Jesus.
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