Planetside 2 V4 - The roadmap to Basic Features and a Playable Framerate
1,000 replies, posted
theres only one camo i have grown to like, and that is this one.
[t]http://screenshot.xfire.com/s/127492313-4.jpg[/t]
after they changed all the alpha values of camo the desert ones look like banana suits.
and it even blends in with the NC's ridiculous caution stripes.
seriously, were the only faction with caution colors on our armor...
Don't talk shit about the yellow, man.
[QUOTE=FlakAttack;39807436]Last time my outfit (we're NC) got in a fight with TE in a biolab, they were all using TMG-50s while shit-talking in /yell. Platoon leader quickly gets tired of this and gets everyone into MAX suits. TE does not seem to learn that ScatterMAX gives no fucks, and loses the base in just a few minutes. We have libs from the second platoon blow their sundys and finish off the stragglers.
They never seem to use vehicles or even MAX suits, and on a strategic level they are seriously lacking in command. Outside of biolabs and a few infantry-centric bases, they are pretty useless.[/QUOTE]
It's nigh impossible to fight off a Scat/Hacksaw MAX crash as infantry. Maybe if the walls are [I]covered[/I] in C4 you could fight them off. But the NC MAX basically has an instant-death radius, unlike the TR and VS MAXes which need some time to hose down infantry with their hilariously inaccurate chainguns/lasers.
TE uses MAXes mostly in biolabs; in other places, TR MAX AI weapons are just too inaccurate, and a MAX requires more support than standard infantry - medics to revive them, engineers to fix their shit, and Heavy Assault to cover the MAXes against vehicles.
Our outfit doesn't even bother with whever TE decide to zerg
That's their biggest weakness really. They are one-track minded, so when they hit a point its retardo easy to surround them or capture all the TR territorry everywhere else.
Sometimes we might hold them off on a point we decide to hold or something for a while (and last quite a while lol because they -need- about 3X more people than anyone else to actually win, and thats what they do) but we generally avoid picking on them or anything.
haha, just found this.
[video=youtube;BqXKmYaXlVs]http://www.youtube.com/watch?v=BqXKmYaXlVs[/video]
[QUOTE=Saber15;39808009]It's nigh impossible to fight off a Scat/Hacksaw MAX crash as infantry. Maybe if the walls are [I]covered[/I] in C4 you could fight them off. But the NC MAX basically has an instant-death radius, unlike the TR and VS MAXes which need some time to hose down infantry with their hilariously inaccurate chainguns/lasers.
TE uses MAXes mostly in biolabs; in other places, TR MAX AI weapons are just too inaccurate, and a MAX requires more support than standard infantry - medics to revive them, engineers to fix their shit, and Heavy Assault to cover the MAXes against vehicles.[/QUOTE]
p.s. conc nades are fantastic for fighting NC maxes. same for flashbangs.
concs were the first thing i unlocked on my TR guy.
I play on Mattherson as TR and I can say that the problem with TE is that they go where the fight is and as soon as they win they leave to go somewhere else.
So this nice big base they just captured is now completely devoid leaving everyone else left to fight the counter attack.
Also using anything in massed numbers becomes overpowered no matter what it is.
Not everything used in large numbers is overpowered. The spammier it is, the more overpowered it becomes in larger groups though.
A column of AP tanks is next to useless since they have such a hard time hitting infantry (and since a standard shell works just as well usually against tanks).
[QUOTE=munky91;39811810]Not everything used in large numbers is overpowered. The spammier it is, the more overpowered it becomes in larger groups though.
A column of AP tanks is next to useless since they have such a hard time hitting infantry (and since a standard shell works just as well usually against tanks).[/QUOTE]
From my experience it's not that hard to hit infantry. The projectile appears very large from what I can tell, I manage to hit infantry very easily even if it goes slightly to the side. That's for Lightning, I don't have AP on my Prowler, only HEATs.
[QUOTE=zombojoe;39802082]I'm one of "those guys" that fly behind tank lines and blow everyone up with rockets.[/QUOTE]
I do the same, except with the mana av turret.
[URL=http://www.imagebam.com/image/2ee970241432895][IMG]http://thumbnails106.imagebam.com/24144/2ee970241432895.jpg[/IMG][/URL]
[QUOTE=munky91;39811810]Not everything used in large numbers is overpowered. The spammier it is, the more overpowered it becomes in larger groups though.
A column of AP tanks is next to useless since they have such a hard time hitting infantry (and since a standard shell works just as well usually against tanks).[/QUOTE]
Yep, for an example; AT uses like thousands of goddamn smoke grenades, it works but it's not OP, and not underpowered either.
[QUOTE=Framperton;39806590]
They specifically look for the most bullshit tactics, and then enforce them with the rest of their outfit, so it makes sense that if there's an imbalance somewhere with something they will be the first to abuse the shit out of it.
[/QUOTE]
Abusing mechanics or certain loadouts is the only way to get developers to [I]change[/I] mechanics, because developers will NEVER change stuff merely complained about on the forum unless there's an absolute huge backlash.
[url]http://www.sirlin.net/ptw-book/intermediates-guide.html[/url]
I highly recommend reading this
I am greatly enjoying the NC tank. The standard shell flies about the speed of a level 2 deployed AP shell for TR.
[editline]5th March 2013[/editline]
And deals appropriate damage.
I love this game. Still learning stuff, but I love how massive it is. I can always jump in and help my team push to capture something. People flying several people they never met with those big ships from the wargate to battles is great. I didn't even know there was weapon customization until a few hours of gameplay. Much more refreshing than all of the Call of Duty I've been playing.
Big time Planetside 1 fan, played Planetside 2 for the first time yesterday. Everything was great except all day I couldn't find more than a skirmish on Esamir and Amerish even at peak times. Indar is great but it gets boring after charging the crown for the 20th time in a day. Looking forward to the future development of this game though.
[QUOTE=Saber15;39814617]Abusing mechanics or certain loadouts is the only way to get developers to [I]change[/I] mechanics, because developers will NEVER change stuff merely complained about on the forum unless there's an absolute huge backlash.
[url]http://www.sirlin.net/ptw-book/intermediates-guide.html[/url]
I highly recommend reading this[/QUOTE]
Thanks,I'll give it a read. I understand that abusing things like that will lead to the devs rethinking certain aspects of their balance. However, I'm not entirely convinced that they should always look to the extremes as a means to balance the game either, without disrupting the balance of the item for everyone else.
On Waterson, in any case I have never seen people using PA's in such huge numbers, even in biolabs. I see semi autos, LMGs, and carbines far more often. I have a similar experience on Connery as well, although admittedly I don't play on it as often.
The point I was making about the Enclave is that they will skew the comparative balance of virtually any infantry weapon by sheer dint of their size and "organization". In almost no other environment will you get 200 people armed with the same, or similar weapon.
Basing balance off cases like that just feels like it's punishing those who use the weapon under 'normal' circumstances because of an extreme outcome under fairly particular circumstances.
But I guess we will just have to wait and see if that tactic catches on.
I completely agree with you though that if the abuse is widespread enough, or even if certain combos are beginning to trend more among disorganized outfits or players, that it is an important indicator something needs to change.
Like the Rocket pod/HE/Flak Armor relationships and other things like that.
Oh, and take a gander at this: [url]http://ps2hq.com/model-viewer[/url]
Anything which is the best counter to itself should be reworked. Anything that doesn't have a counter should also be reworked.
The shotgun currently obliterates everything it's near, and the counter is range. Unfortunately range isn't really possible to use in a lot of situations, especially with LAs. I think the shotgun problem would be alleviated if it wasn't an all class item. HA would be a good choice, I'd think.
[QUOTE=munky91;39816435]Anything which is the best counter to itself should be reworked. Anything that doesn't have a counter should also be reworked.
The shotgun currently obliterates everything it's near, and the counter is range. Unfortunately range isn't really possible to use in a lot of situations, especially with LAs. I think the shotgun problem would be alleviated if it wasn't an all class item. HA would be a good choice, I'd think.[/QUOTE]
Would be horrible if it was HA only. Thing with shotguns, like anything is that once you face it enough, you can learn to beat it. Forcing them to miss shots they can't afford by moving and doing small jets above them while hipfiring an automatic works pretty well for me.
Also.
[QUOTE=Framperton;39816608]Would be horrible if it was HA only. Thing with shotguns, like anything is that once you face it enough, you can learn to beat it. Forcing them to miss shots they can't afford by moving and doing small jets above them while hipfiring an automatic works pretty well for me.[/QUOTE]
Instead of dodging their shots you could have just shot them once with a shotgun though.
[QUOTE=munky91;39816647]Instead of dodging their shots you could have just shot them once with a shotgun though.[/QUOTE]
But then I would be sacrificing my ability to fight at longer ranges.
Spam/abuse => developers changing broken mechanics is a very valid thing indeed.
If it works.
SOE is retarded when it comes to balance existing stuff. They nerf one thing and buff their counters all at the same time, in the very same patch. Take ESF versus ground forces as an example. Rocketpods were nerfed (somehow it's still widely overlooked that rotaries just SHRED infantry though, doesn't look very logical), at the same time they buff all AA in the game and intorduce ridiculous amount of lock-on. Later on ESF's armor was buffed, but it came into place with a delay, before that - hardly any ESFs were even bothering to take off, as even dogfights were constantly ruined by occasional missile.
I strongly believe that most of the stuff people call "OP", "unbalanced", "cheating" are just overhyped. Libs. Somehow they were spared the wild nerf train, they still have their destructive force, they still have their ridiculous armor (they are more durable then sunderers, that's kinda telling). But somehow they're no longer a problem, as people quit spamming them at every opportunity. The only really big change about them is that people stopped whining and took their AA finally, one and a half mounth after AA recieved a buff.
[QUOTE=Trainbike;39805113]I've never seen that and I'm on Mattherson.[/QUOTE]
Then you either aren't playing at prime time or aren't anywhere that matters. If you were on any major facility on Esamir or Indar tonight you saw at least one shotgun horde.
[QUOTE=99$-Plate;39809087]Also using anything in massed numbers becomes overpowered no matter what it is.[/QUOTE]
Nah. I've seen a single squad of engineers and MAXes stop a platoon of ESFs- when this game works, it's because it penalizes homogenization.
[QUOTE=munky91;39816435]Anything which is the best counter to itself should be reworked. Anything that doesn't have a counter should also be reworked.
The shotgun currently obliterates everything it's near, and the counter is range. Unfortunately range isn't really possible to use in a lot of situations, especially with LAs. I think the shotgun problem would be alleviated if it wasn't an all class item. HA would be a good choice, I'd think.[/QUOTE]
HA's a bad choice, since they're the only class that can potentially absorb a pump action shell with no upgrades. Ideally, though, they'd simply get an overall damage nerf to reflect being handicap weapons. 100 damage a pellet instead of 143 would still let them blow away unarmored players, put the TTK for everyone with nanoweave at 500ms, and keep the skill ceiling for headshotting dudes and slug users high.
[thumb]http://puu.sh/2cZcH[/thumb]
5 kills with 1 grenade, makes me wish the game showed multi-kills.
This is just my thought but wouldn't the lock-ons problem be solved by raising the maximum altitude by another 1000 meters? Or less if 1000 is too much.
That way you can fly up above and avoid ground lock-ons and then you can enjoy your uninterrupted dogfight with another ESF.
[QUOTE=Framperton;39815944]
Oh, and take a gander at this: [URL]http://ps2hq.com/model-viewer[/URL][/QUOTE]
Some camo here looks way better than it does in game. Check out digital for instance, it looks awesome here but ridiculous in game. I would love to have [I]that[/I] digital.
[editline]6th March 2013[/editline]
Well, on TR and NC at least. It still looks hilariously bad on VS.
[QUOTE=Funsize;39817958][thumb]http://puu.sh/2cZcH[/thumb]
5 kills with 1 grenade, makes me wish the game showed multi-kills.[/QUOTE]
Nice job grenading a bunch of babies.
You monster.
[QUOTE=Trainbike;39818445]Some camo here looks way better than it does in game. Check out digital for instance, it looks awesome here but ridiculous in game. I would love to have [I]that[/I] digital.
[editline]6th March 2013[/editline]
Well, on TR and NC at least. It still looks hilariously bad on VS.[/QUOTE]
A lot of the camos tend to look a bit off with the VS.
Or that might just be me.
[QUOTE=Fancy Godgineer;39818640]A lot of the camos tend to look a bit off with the VS.
Or that might just be me.[/QUOTE]
Well digicamo is team tinted for some reason, so it's always going to look stupid on VS. Green camo like woodland and jungle patterns tend to look alright on VS though imo.
Jeff Broadbent has put some higher quality mp3s of the soundtrack on his website.
[URL="http://www.jeffbroadbent.com/music.html"]http://www.jeffbroadbent.com/music.html[/URL]
Here are the links to the files:
[URL="http://www.jeffbroadbent.com/mp3s/tracks/Planetside%202%20Main%20Theme1.mp3"]Planetside 2 Main Theme[/URL]
[URL="http://www.jeffbroadbent.com/mp3s/tracks/Terran%20Republic%20Combat3.mp3"]Terran Republic Combat[/URL]
[URL="http://www.jeffbroadbent.com/mp3s/tracks/Vanu%20Sovereignty%20Combat6.mp3"]Vanu Sovereignty Combat[/URL]
[URL="http://www.jeffbroadbent.com/mp3s/tracks/New%20Conglomerate%20Combat9.mp3"]New Conglomerate Combat (Website has an incorrect link)[/URL]
[URL="http://www.jeffbroadbent.com/mp3s/tracks/Vanu%20Sovereignty%20Travel7.mp3"]Vanu Sovereignty Travel[/URL]
I got the links from the [URL="http://www.jeffbroadbent.com/mp3s/playlistmusic.xml"]playlist file.[/URL]
We need a poll for what faction people play as in the OP. I'm curious though.
Vanu=Optimistic
Terran=Winner
NC=Useful
[QUOTE=kaine123;39822624]We need a poll for what faction people play as in the OP. I'm curious though.
Vanu=Optimistic
Terran=Winner
NC=Useful[/QUOTE]
Glory to the republic!
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