Planetside 2 Thread v2 - Beta floodgates open GOOD LUCK EVERYBODY
10,003 replies, posted
[QUOTE=Trainbike;38645828]Oh.
Uh, it's for those... Underwater reavers?[/QUOTE]
Submarines confirmed
How come, that there are 38% fucking alien-spacemen on my Lithcorp server?
Even worse than 38% republicans would be.
Go NC.
[QUOTE=Camper99;38645921]How come, that there are 38% fucking alien-spacemen on my Lithcorp server?
Even worse than 38% republicans would be.
Go NC.[/QUOTE]
That's progress. The more people who convert to the Vanu way of life, the faster we'll achieve post-humanity.
probably the most cringe worthy firefight
*Inside a builiding*
*I enter building*
*Enemy player enters other entrance*
*we both unload our primaries into each other missing horribley*
*We both unload our secondaries into each other horribley*
*we both sit there reloading our secondaries staring at each other*
*i finally kill him*
[QUOTE=iwork3daysaweek;38645853]Submarines confirmed[/QUOTE]
SOE get on that shit I need subs in my life right now
during major base assault - go light assault, fly above everyone, use pistol to pick off anyone that's sitting around repairing turrets / trying to spawn in air vehicles. major points. use primary when necessary
[QUOTE=krail9;38645649]interesting what higby said about anti-air, the idea being that they're more a deterrent to air bombardments than an actual counter to air
that's fine i guess, but AA can't even do that at the moment - a skyguard will die to a liberator in any situation, also the AA guns shouldn't be totally worthless against ground vehicles[/QUOTE]
AA was terrible in beta when it could actually kill air one for one. Nobody bothered flying because one guy who can kill a reaver head on before the reaver can kill him means that he can pretty much kill ALL reavers in 500-700m radius.
What they need to do with skyguard is just give it a 200 round clip so it can really lay down continuous firepower, improve rewards for vehicle assists (so even if you don't get kills doing this at all you still get good XP if you do it well), and maybe make it so AA actually interferes with flying (intense camera shake, altitude drops, etc).
There you go, you're a good counter and deterrent to air without actually killing air outright unless you work together with other AA and/or you happen to hit a really juicy/slow target that can't escape your fire before dieing.
Man sucks with Q6600 at 3.1ghz and 4870 OC'd also at medium settings firefights kill me. Should buy a new video card for sure
I'm p late on this, but after the carrier thing, this must now be our thread music.
[media]http://www.youtube.com/watch?v=GXr_W3LF1VQ[/media]
[QUOTE=Tudd;38644019][url]http://www.pcgamer.com/2012/11/29/soe-teases-gargantuan-fleet-carriers-for-planetside-2/[/url]
[img]http://media.pcgamer.com/files/2012/11/PlanetSide-2-Bastion-Fleet-Carrier-610x353.jpg[/img]
Titan Mode here we come![/QUOTE]
Oh god that'd be cool. Have it begin to hover over the enemy territory about to unleash some giant orbital cannon thing, and having to have fights and galaxies board it to stop the cannon from firing oh god thats some star wars shit
[QUOTE=CubeManv2;38646708]Man sucks with Q6600 at 3.1ghz and 4870 OC'd also at medium settings firefights kill me. Should buy a new video card for sure[/QUOTE]
I've got a Q6600 OC'd to 3.0GHz and a 460SE v2 and I've gotta sit at low if I want to be at a playable fps.
So during the three way at freyr, i got a 6 grenade kill, a very smart combat medic hit f at just the right time for me to see his tiny squad, and i threw a grenade straight at them. Then my game crashed, ended up with 23/22 k/d because i'm so pro.
I'm wondering, do they even have any testers that play the game as completely free players without spending anything? because the way F2P balance right now is horrible for new players who might just grabs a few skins without anything too fancy.
They just dub 1k cert tag on anything that "sounds popular" without it being that productive that justifies these prices. (or worse, extremely needed for the game's balance and the thin line of P2W that makes you spend months for just key weapons instead of character skills)
[QUOTE=KorJax;38646627]Nobody bothered flying because one guy who can kill a reaver head on before the reaver can kill him means that he can pretty much kill ALL reavers in 500-700m radius.[/QUOTE]
I still don't get why people say this, because:
-From what I hear from people actually in the beta from the beginning, Air Chav was never not a thing, they just got butthurt regularly
-No one would argue a single individual shouldn't be able to kill an MBT, yet they regularly argue that for fighters
If AA allows for 1:1 kills on air then good for AA, it's the same as good infantry play and everything else in the game. Air shouldn't be somehow specially immune to being killed by a single man with skill and good position. You don't hear armor complaining about the fact that rockets and mines exist.
When I hopped in the Beta there weren't many people flying because the skyguard was so god damn horrifying and cheap. It's expensive now and a bit worse but I honestly prefer it this way, I don't find fighters that annoying now.
[QUOTE=evilweazel;38647367]When I hopped in the Beta there weren't many people flying because the skyguard was so god damn horrifying and cheap. It's expensive now and a bit worse but I honestly prefer it this way, I don't find fighters that annoying now.[/QUOTE]
I just wish the skyguard was a little less rubbish. Keep the damage low as it is, just give it a little more projectile speed. Would be great if they matched a Burster max's projectile speed.
ATM a burster max is a hell of a lot better at AA then a skyguard. Faster projectiles, higher damage, less spread(I think), slower rate of fire but has better DoT. It's kind of lame.
I don't know whether this has been posted or not (it probably has) but for anyone who missed it Smed said on Reddit that they're looking into making SC purchases account wide. Here's the quote:
[QUOTE=j_smedley] We are looking into this seriously. I would say we are over the "should we" part of the argument and into the "how can we" part. We've been reading the threads about this and it's fair to say we agree with the point of view that a lot of things you purchase should be account wide.
Do not read this as "this is going to be in tomorrow". It's a significant amount of work. It sounds simple but there are a lot of ramifications and systems this touches under the hood.
When we do this we'll make sure it's retroactive to stuff you've already purchased that falls under the account wide category. Obviously there are simple issues like empire specific weapons.. etc. That's where a lot of the complications come from.
But we're looking closely at this and hope to announce something fairly soon.
Thanks
Smed [/QUOTE]
Is there a reason characters are tied to a certain server? Im not sure if its standard mmo policy or what.
[QUOTE=evilweazel;38647575]Is there a reason characters are tied to a certain server? Im not sure if its standard mmo policy or what.[/QUOTE]
I believe it has something to do with not wanting people to faction hop to make jumping ship to the winning side impossible. There's probably more to it though.
[QUOTE=evilweazel;38647575]Is there a reason characters are tied to a certain server? Im not sure if its standard mmo policy or what.[/QUOTE]
I believe it helps with server balance. So you can't just hop to a server where your faction is winning.
Just played for the first time, all settings maxed, this game is pretty nice. Couple things I discovered, If you so much as turn your back on a friendly tank, or look at it wrong, it will run you over. People love to run in front of you when you shoot your rocket launcher, or when you are shooting at someone around a corner. Or pretty much whenever you're shooting.
[QUOTE=rangrangpkpk;38647226]I'm wondering, do they even have any testers that play the game as completely free players without spending anything? because the way F2P balance right now is horrible for new players who might just grabs a few skins without anything too fancy.
They just dub 1k cert tag on anything that "sounds popular" without it being that productive that justifies these prices. (or worse, extremely needed for the game's balance and the thin line of P2W that makes you spend months for just key weapons instead of character skills)[/QUOTE]
Take, for example, the purchasable laser secondary for the Magrider.
It makes the damn tank better against [I]everything[/I], it one hit kills all infantry bar MAX suits (I have yet to try it on them), takes down aircraft with ease, and will just punish players in Lightning tanks. And of course it costs 1000 certs. I've been riding shotgun in Magriders with these equipped, and it is no contest, it's better than every other secondary weapon.
So how do the unlockable weapons for TR medic fare against the default? I really like the looks of the Cycler TRV for it's faster fire rate and reload time, but I heard the NS-11 is really good?
[QUOTE=Xenocidebot;38647328]No one would argue a single individual shouldn't be able to kill an MBT, yet they regularly argue that for fighters.[/QUOTE]
this isn't even relevant
the difference between a HA taking out an MBT and a skyguard taking out an ESF is the skyguard costs just as much as the ESF did
it's more like buying a specific tank outfitted with armour piercing rounds and not being able to kill another tank in 1v1
[editline]30th November 2012[/editline]
even then, the HA still gets a sweet rifle and can take out infantry just fine, so it's ok if he can't kill a tank by himself
a skyguard not only costs resources but totally denies you from doing anything productive or defending yourself
A single HA can take out an MBT with 1 C4 and a rocket right after.
I find it stupid that the weapon trials apply account wide. So if i try out a weapon on my TR character and 5 hours later go to play my VS character i can't try any new guns
Does anybody else feel the quality of this game would increase greatly if the spawn times were increased?
[QUOTE=biodude94566;38647195]I've got a Q6600 OC'd to 3.0GHz and a 460SE v2 and I've gotta sit at low if I want to be at a playable fps.[/QUOTE]
Even then it's still OKAY to play, but it makes it hard for me to enjoy.
7 days until all my parts arrive.
[editline]30th November 2012[/editline]
[QUOTE=Pandamox;38648002]I find it stupid that the weapon trials apply account wide. So if i try out a weapon on my TR character and 5 hours later go to play my VS character i can't try any new guns[/QUOTE]
Probably missing something obvious here, but how to test weapons?
[editline]30th November 2012[/editline]
[QUOTE=JDB;38648099]Does anybody else feel the quality of this game would increase greatly if the spawn times were increased?[/QUOTE]
Remove spawn points, decrease spawn times, make people only able to spawn on the continent HQ, force people to use Galaxies, Sunderes to get to places.
Would be interesting to have a continent like that.
Or heck, just a continent made for flying, with big canyons, and small "islands" in various places where you can cap stuff.
why does my game just not load, it gets to 18% loaded and just like freezes or some shit
[QUOTE=Xenocidebot;38647328]I still don't get why people say this, because:
-From what I hear from people actually in the beta from the beginning, Air Chav was never not a thing, they just got butthurt regularly
-No one would argue a single individual shouldn't be able to kill an MBT, yet they regularly argue that for fighters
If AA allows for 1:1 kills on air then good for AA, it's the same as good infantry play and everything else in the game. Air shouldn't be somehow specially immune to being killed by a single man with skill and good position. You don't hear armor complaining about the fact that rockets and mines exist.[/QUOTE]
Air to ground balance is different from ground to ground
If you are in the air, there is no hiding at all, and you can only ever attack a single target at a time on a single run, because you must fly directly at something to attack it (the exception, is the liberator, but that makes sense because its a slow as hell bomber).
If you are on the ground, you can always easily change targets mid attack to attack something else, you can pop over to cover, etc. Being a ground unit makes you inherently survivable if you play smart, which isn't true in the air if the AA can just kill your one for one. Especially since, AA can easily mouse around and attack anything in their 500m bubble of attack range with just a flick of a mouse while aircraft must dedicate specific targets to specific attack runs to be effective.
If you make it so AA units can just blow up anything that gets close, air is now totally useless as it can't take cover and really avoid it at all.
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