Planetside 2 V4 - The roadmap to Basic Features and a Playable Framerate
1,000 replies, posted
Here is a moderately funny video in which I demonstrate how you can climb most cliffs by running into them as a LA.
[media]http://www.youtube.com/watch?v=--tUodIn9lw&feature=youtu.be[/media]
[video=youtube;i955ToCWSTU]http://www.youtube.com/watch?v=i955ToCWSTU&feature=youtu.be[/video]
TEST decides to figure out new and innovative ways to invade Zurvan.
[QUOTE=Framperton;39839895]Here is a moderately funny video in which I demonstrate how you can climb most cliffs by running into them as a LA.
[media]http://www.youtube.com/watch?v=--tUodIn9lw&feature=youtu.be[/media][/QUOTE]
I once climbed the highest mountain on that one forest map by surfing source style on the cliffs and sprintjumping. And numerous times I have survived from huge falls by simply falling on a steep cliff and strafing while holding sprint button.
[QUOTE=Jimesu_Evil;39838158]That's exactly what it's supposed to do. God forbid an ESF needs to make more than one pass to take out a tank, or a HA needs to wait 5-8 seconds for the shield to run out and attack while it's on its painfully long cooldown.
Also, lookin' pretty sweet:
[img]http://i.imgur.com/dJ6GVBQ.jpg[/img][/QUOTE]
What is this, actual content that isn't something that looks like it was whipped up by a 3d design student?
[QUOTE=NoDachi;39842088]What is this, actual content that isn't something that looks like it was whipped up by a 3d design student?[/QUOTE]
Yes, they've been showing some decent concepts and models for a while now. May or may not be in this next update who knows.
[QUOTE=Framperton;39842728]Yes, they've been showing some decent concepts and models for a while now. May or may not be in this next update who knows.[/QUOTE]
Broome said somewhere they'll probably be available around GU6.
[QUOTE=Jimesu_Evil;39842773]Broome said somewhere they'll probably be available around GU6.[/QUOTE]
When he said that I think they were planning on releasing them with the accompanying armor (which they haven't even started yet) though, but earlier today he responded to a tweet saying that they're now going to be releasing the armor on a class by class basis as they're completed so it might be possible that plans have changed.
[QUOTE=Trainbike;39842815]When he said that I think they were planning on releasing them with the accompanying armor (which they haven't even started yet) though, but earlier today he responded to a tweet saying that they're now going to be releasing the armor on a class by class basis as they're completed so it might be possible that plans have changed.[/QUOTE]
I don't think they'll be out before GU6 in any case. That's only about a month away, and there's still the NC model to be done, along with the other 2 variations he's been talking about.
im not sure if anyone noticed, but sticky grenades now stick to players.
its amazing.
and im pretty sure they said the new TR hat is coming in GU8. ill try to find the tweet.
OK, so this may be a little bit of a stupid question, but what do some of the values of the PS2 weapon data spreadsheet mean?
For example; first shot recoil, and the values all have number values indicating behaviour, and I'm not really sure what they mean. For the CoF value for example, I'm not really getting.
For the TR's Barrage shotgun it has a 0.1 ads/crouch/standing still benefit, but .1 what exactly? .
Whatever ain't red, make it dead.
[QUOTE=kaine123;39846559]Whatever ain't red, make it dead.[/QUOTE]
Pfft. Whatever ain't blue, make it poo.
[QUOTE=Trainbike;39846708]Pfft. Whatever ain't blue, make it poo.[/QUOTE]
Ha, whatever ain't purple, make it...uhh...
I got nothing.
Do you think TR and VS MAXs would actually be useful with 2x ROF?
Also the NC MAX AV seems fantastically good. I'm considering buying another.
After playing with my outfit for a long time I decided to play with randoms for a bit. Oh my god everybody died.
[QUOTE=munky91;39847379]Do you think TR and VS MAXs would actually be useful with 2x ROF?
Also the NC MAX AV seems fantastically good. I'm considering buying another.[/QUOTE]
I think TR and VS max with 2x Rof would be OP as [I]fuck[/I].
[QUOTE=munky91;39847379]Do you think TR and VS MAXs would actually be useful with 2x ROF?
Also the NC MAX AV seems fantastically good. I'm considering buying another.[/QUOTE]
I love the NC AV cannons. They good damage and are pretty darn accurate. My only complaint is that their bullet velocity is stupid low, so hitting moving targets or anything beyond medium range can become a bit tricky. They kick some serious butt under the right conditions, though.
[QUOTE=Gen. Crumpets;39847495]After playing with my outfit for a long time I decided to play with randoms for a bit. Oh my god everybody died.[/QUOTE]
That basically sums up my every Planetside 2 session ever.
That's why I decided to be a Medic.
[QUOTE=Framperton;39845892]OK, so this may be a little bit of a stupid question, but what do some of the values of the PS2 weapon data spreadsheet mean?
For example; first shot recoil, and the values all have number values indicating behaviour, and I'm not really sure what they mean. For the CoF value for example, I'm not really getting.
For the TR's Barrage shotgun it has a 0.1 ads/crouch/standing still benefit, but .1 what exactly? .[/QUOTE]
For starters, regarding recoil- ingame, your gun recoils along a vector of pseudorandom direction and fixed magnitude. The first value tells you the magnitude of that vector on every shot except the first. First shot recoil is a multiplier that only applies to the first shot. The arrows give a suggestion as to what psuedorandom direction the vector will go (though this is incredibly vague thanks to the spreadsheet maker being a putz). As for what that actually means ingame, we lack an accurate way of measuring distances, so nobody can give you a "recoil of X value leads to deviation of Y MOA" statement.
Even without a unit to unit conversion, you can get an idea of weapon behavior based on the values given for weapons you know- e.g. the Gauss Saw has about the same first shot recoil as the Flare, because 0.55 * 1.65 = 0.9075 and 0.45 * 2 = 0.9. A Carv's first shot has the recoil of a Magshot (0.4 * 2 = 0.8 * 1), and half on each subsequent shot. It can get hard to read if you're not big on mental math, but generally first shot recoil multipliers bring multiple weapons in the same class near each other in terms of tap firing ability, and then a few (typically described as "low recoil" or accurate at a range) guns have multipliers that bring them just under that common range. Also, recoil decrease is a completely meaningless value, because it applies to the automatic recoil compensation the game provides at the end of a burst.
Cone of Fire gets a bit more iffy because it's not always apparent how much deviation a shot has due to CoF, drop, or a sight misalignment (still a common bug). Obviously 0 means no deviation whatsoever, but the higher values are mostly rough guesses. From primarily playing VS and spending a lot of time with longer ranged shooting, my general ideas of each CoF value are:
0.03: All you ever need. The spread is effectively negligible and isn't a problem until you start getting absurd ranges involved, on the order of half a kilometer. I have killed people with no issue using a 0.03 CoF shot at 300 meters, and with some slight difficulty at 500m.
0.1: Still good enough to hit someone at medium range. Slug sniping only ever gets this accurate, and most people start having a problem connecting with stationary targets somewhere inside of 200 meters. Headshots are iffy at 175m.
0.25: Functional at 100 meters if you need to strafe and fire on a sniper or something.
0.3, 0.35, 0.4: SMG territory. You'll connect intermittently at 75 meters, but should be fighting inside of that.
1-2: You can hit people in the body at 25 meters.
2.5-3: You can people in the body at 20 meters.
3.5-4: You can occasionally hit people in the body at 15 meters.
5: You might rarely people at 10 meters.
7: If you can't smell its breath, you can't hit it.
The spreadsheet (ridiculously) puts related values next to each other in the same cell, so, for example, values of 0.1/0.25/3 in "COF Stand ADS Still/Move/Jump" mean 0.1 CoF while standing motionless, 0.25 CoF while walking, 3 CoF while jumping. In the shotgun's case, 0.1 is really good accuracy at medium range, but moving at all gives you 0.9, on part with an SMG that's been firing for a bit in terms of worthlessness at a range. So if you're using slugs, it's in your best interests to be stationary unless you're fighting up close, and if you're using shot, you're getting more deviation from the pellet spread than the CoF anyway.
The bloom rate per shot is even fuzzier and something I can't comment on, between recoil and everything else it would require way more effort than I'm willing to make to measure what it means specifically.
Holy cow, the shotgun for the ESF can kill fighters like nobody's business.
The heck is the downside to playing NC?
[QUOTE=Xenocidebot;39848240]
The spreadsheet (ridiculously) puts related values next to each other in the same cell, so, for example, values of 0.1/0.25/3 in "COF Stand ADS Still/Move/Jump" mean 0.1 CoF while standing motionless, 0.25 CoF while walking, 3 CoF while jumping. In the shotgun's case, 0.1 is really good accuracy at medium range, but moving at all gives you 0.9, on part with an SMG that's been firing for a bit in terms of worthlessness at a range. So if you're using slugs, it's in your best interests to be stationary unless you're fighting up close, and if you're using shot, you're getting more deviation from the pellet spread than the CoF anyway.
[/QUOTE]
All right, thanks for clearing some of that up! I'm trying to put together an ammo type suggestion to make shotguns more versatile at medium range (with buckshot), and when I saw that the spread for a person ADS, while crouching and stationary was .1, I was confused, seeing as there is no way in hell buckshot is that accurate.
And on that note, is there any way to really understand what the cone is for the shotgun, and how it reacts to those stances as well?How would I go about finding how much deviation the pellet spread has? I'm working on trying to find a happy balance between a larger number of low damage pellets in a tighter spread that have a slightly higher headshot multiplier than the standard buckshot.
Also, am I reading the numbers incorrectly, or are the numbers for the 'tighter spread' variants of the semi-autos virtually identical to the high capacity ones in terms of spread?
Also, any interesting information from todays FNO?
did GU4 (or whatever you guys call the updates) come out yet?
if so, when?
[QUOTE=Raijin;39851983]did GU4 (or whatever you guys call the updates) come out yet?
if so, when?[/QUOTE]
sometime this month.
It couldn't come sooner thats for sure.
Is it supposed to optimize the game to any degree?
[QUOTE=munky91;39849919]Holy cow, the shotgun for the ESF can kill fighters like nobody's business.
The heck is the downside to playing NC?[/QUOTE]
The downside is that you're playing a scrub faction
[QUOTE=Framperton;39850488]All right, thanks for clearing some of that up! I'm trying to put together an ammo type suggestion to make shotguns more versatile at medium range (with buckshot), and when I saw that the spread for a person ADS, while crouching and stationary was .1, I was confused, seeing as there is no way in hell buckshot is that accurate.
And on that note, is there any way to really understand what the cone is for the shotgun, and how it reacts to those stances as well?How would I go about finding how much deviation the pellet spread has? I'm working on trying to find a happy balance between a larger number of low damage pellets in a tighter spread that have a slightly higher headshot multiplier than the standard buckshot.
Also, am I reading the numbers incorrectly, or are the numbers for the 'tighter spread' variants of the semi-autos virtually identical to the high capacity ones in terms of spread?
Also, any interesting information from todays FNO?[/QUOTE]
AFAIK the shotguns don't use the CoF data for the pellet spread, they use it for where the center of a grouping is. The actual spread is known to vary between the quick reload one (tightest), the high capacity one, and the automatic (widest), and since the CoF data is normally identical (except for a jumping value) it can't have anything to do with spread.
As far as what the actual modifier is, I don't think anybody knows.
I swear, the NC on my server have been doing ten times better since the patch.
Their aim is dead-on. And they seem to cause me to go to the sub-5 fps territories.
[QUOTE=Gen. Crumpets;39853257]I swear, the NC on my server have been doing ten times better since the patch.
Their aim is dead-on. And they seem to cause me to go to the sub-5 fps territories.[/QUOTE]
Their aim [I]is[/I] better because they're no longer being hindered more than either other faction by the ridiculous flinch shit.
Being slow as fuck as usual, I logged in, checked out the second SMG. Looked at it. Logged out.
Badassification check, they said. We're looking into altering the looks of guns, they said. I am fucking surprised that pump shotguns don't look exactly like sniper rifles.
Seriously, everything can get me to log out of this game. Everything about it just seems uggghhh for me. Wish I chose Miller as my server back then.
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