• Planetside 2 V4 - The roadmap to Basic Features and a Playable Framerate
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[QUOTE=GunFox;39902398]I can't seem to get into waterson atm[/QUOTE] must be full
[QUOTE=laserguided;39902499]must be full[/QUOTE] Nah it has started reporting as being flat out down.
Of all the amateur hour horseshit, why the fuck is the VR room a [I]continent?[/I] It doesn't need to be a continent! It shouldn't even involve interaction with the server whatsoever outside clarifying that you're not currently occupying a continent! Yes it's great that we have a semi-Sanctuary that TE/AT/666/whatever can go do "drills" in and stop fucking with population counts on contested continents, but then call it Hugboxia and start working on an actual training room. A cramped firing range is a nonfunctional firing range.
[QUOTE=Xenocidebot;39903803]Of all the amateur hour horseshit, why the fuck is the VR room a [I]continent?[/I] It doesn't need to be a continent! It shouldn't even involve interaction with the server whatsoever outside clarifying that you're not currently occupying a continent! Yes it's great that we have a semi-Sanctuary that TE/AT/666/whatever can go do "drills" in and stop fucking with population counts on contested continents, but then call it Hugboxia and start working on an actual training room. A cramped firing range is a nonfunctional firing range.[/QUOTE] On top of that I've been completely unable to access the VR room on my NC character. I can only assume that our one is full or whatever. I tried it on my VS character though and it just seemed like a cluster fuck. Not really a good environment to test stuff out in, but at least having access to a full armoury is better than shitty half hour gun trials I guess.
[QUOTE=GunFox;39902555]Nah it has started reporting as being flat out down.[/QUOTE] What's your ingame name? Curious.
yeah! i can suicide two people on my flash now! him and i are having so much fun :v: [t]http://screenshot.xfire.com/s/127572932-4.jpg[/t] [t]http://screenshot.xfire.com/s/127572992-4.jpg[/t]
This patch really didn't have much to offer to veteran players. Having two people on a flash is definitely a neat addition, but the shotgun just feels lackluster. I would have liked it to have slugs. And as someone that has like 300 hours put into this game, the VR room really doesn't provide me with anything all that exciting. I imagine that once people get used to it, it will be useful to train a platoon with, but right now I'm just sort of bored with it. I don't want to sound selfish, and this no doubt will be a boon for new players, but this GU really didn't have much to impress me with. I'm actually sort of really disappointed with the VR shooting ranges. They offer almost no feedback about what range the targets are from you, or how much damage you're doing per shot. For the actual NPC range, I would have made it much more obvious, like having a little floating hologram or indicator telling me what range this NPC is at, and a personal indicator telling me how much damage I did per shot (as in every time I hit the target it would tell me) I mean there aren't even numbers on the walls telling us what the distance those markings even represent. Am I the only one that thinks it's virtually impossible to tell if a target pops up at 60, or 65 meters? Or 63? I for one can't look at the wall to tell how far away it is before the target already gets shot to shit by the people around me and actually in the range itself. I'm also sort of disappointing with the standard silhouette targets as well. For anyone that isn't running it on high, or has decals turned on, it's completely useless. And again, there is no range indication so I have no idea how far away I am to the target or how much damage I'm doing. It just feels like there was very little thought put into providing actual feedback and information about what I thought the whole purpose of the VR room was supposed to be. I mean, couldn't they provide that information on a clientside basis? As well as restrict decals from drawing for anyone else but you? I may sound like I'm complaining, and I am to an extent. The shooting ranges in the VR room really feel like a half thought out idea though.
I bet they could have some bang-up VR maps if they allowed community submissions. But yeah, the current VR state is kind of lackluster. I'm betting it will see some changes in each future update until it reaches a really nice state.
[QUOTE=munky91;39905043]I bet they could have some bang-up VR maps if they allowed community submissions. But yeah, the current VR state is kind of lackluster. I'm betting it will see some changes in each future update until it reaches a really nice state.[/QUOTE] I can't wait for player studio to open up at the end of the year, I think i have some really cool models for NS weapons waiting in the wings.
What is the point of that top rail on the NC pistols? You can't mount optics to them and it obstructs half of the built in iron sights. It literally only exists to be a nuisance.
[QUOTE=Trainbike;39905220]What is the point of that top rail on the NC pistols? You can't mount optics to them and it obstructs half of the built in iron sights. It literally only exists to be a nuisance.[/QUOTE] Man can you imagine a holosight on the Rebel? That would be nice.
I wouldn't mind pistols with full rail attachments. I would be partial adding an underslung pistol to it in case I need a pistol, but I was holding my pistol.
Flash mobbed to Hvar, a whole platoon of HA'S sitting ontop of flashes, it's really fuckin fun, doesn't really do anything but goddamn it's awesome. Edit: Wraith module breaks lockons, better then IR smoke, lasts longer and you can flash it.
Between the two NC SMGs, which one do you guys prefer?
[QUOTE=finbe;39905540]Flash mobbed to Hvar, a whole platoon of HA'S sitting ontop of flashes, it's really fuckin fun, doesn't really do anything but goddamn it's awesome. Edit: Wraith module breaks lockons, better then IR smoke, lasts longer and you can flash it.[/QUOTE] Well, the downside to cloaking is that you have to be an Infiltrator, which isn't always what you want. Plus, I don't think lock-on rockets are the leading cause of Flash death. It's sort of a moot point.
[QUOTE=GoldenDargon;39905691]Between the two NC SMGs, which one do you guys prefer?[/QUOTE] They're too different, it's a shooting style thing. If you're actually doing Infiltrator stealth work, the Cyclone, because that TTK is better for it and the round size provides a stun advantage. If you're using an Infiltrator more for prolonged firefights hacking and laying mines, the Blitz. On other classes, the Blitz makes a decent high-RPM option for HA if you're not happy with NC LMGs indoors, and the Cyclone works well for drop-and-pop stuff with LA. If my main was NC I'd get both. My VS dude uses the Eridani (Blitz analog) and if we got a Cyclone knockoff I'd buy it in a heartbeat.
Only 150 more passive certs until I can go tank hunting with my brand new Skyguard. And when there's no tanks around I guess I can fill the sky with purple tracers. But come on, it's about the AV power. Anybody have comparison videos for speed and handling chassis on the Lightning.
I found out that you can go to the VR training area and switch to MAX for free, then go back to a continent and keep the class. Really feel like it should be hotfixed soon, before 90% of NC become MAX. Also I am getting this water glitch now, never happened before the update. [thumb]http://puu.sh/2hl5b[/thumb]
Well I changed my mind. TR for life baby. If the man ain't red. Fill 'em with lead.
Stuck with shitty internet so I can't download the patch. Decided to start working on some helmets for when player studio comes out instead. [thumb]http://img841.imageshack.us/img841/9909/ddhelmwip3.jpg[/thumb]
[QUOTE=munky91;39906581]Only 150 more passive certs until I can go tank hunting with my brand new Skyguard. And when there's no tanks around I guess I can fill the sky with purple tracers. But come on, it's about the AV power. Anybody have comparison videos for speed and handling chassis on the Lightning.[/QUOTE] dont do it man. your in for infinite sadness. get a second burster or your faction specific G2A launcher. anything but the skyguard.
Oooooooh... [url]http://forums.station.sony.com/ps2/index.php?threads/sneak-peek-of-new-hex-adjacency-graph-for-indar-and-a-bit-more.103900/[/url] [quote="Higby"]Greetings Auraxians - Many of you have requested that we take a serious look at the shortfalls of our territory control, influence and base connectivity in order to ensure we're routing players into great fights and encouraging a better overall battle flow. We've taken that feedback very seriously and have been working behind the scenes on a few different ideas to make that desire a reality, most of which have been inspired by ideas from the community - including this one that we're ultimately choosing to move forward with. Many of you probably saw a tweet that I sent out several days ago showing the first steps towards limiting the connectivity between regions. I'm going to share a bit more progress and talk a bit about what our plan is for this, answer a few FAQs and talk a bit about how and when you can help with this. First of all, here's a complete map of Indar with the current prototype connectivity that we're working with. [thumb]http://i.imgur.com/hv7nMe0.jpg[/thumb] And here's a slightly more zoomed in image of a specific area: [thumb]http://i.imgur.com/reWolab.jpg[/thumb] What we're doing here, in a nutshell, is reducing the number of adjacent territories from an average of around 6 to an average of around 3. Smaller outposts will have 2-3 connections in general, larger "hub" regions will have 3-5. "But, why?" you may ask. We see several benefits to doing this which have also been brought up by many of your fellow players who are advocating for some of these changes: This Lane / Corridor approach means that rather than 5 different targets you can attack next or fall back to when defeated, we've got a more limited set of locations to fall back to. This will hopefully encourage fights to progress more often from outpost to outpost instead of "dispersing" after a large battle as often happens today. Defenders will have a better idea of what targets attackers will be gunning for next, that predictability should hopefully encourage more active defense of outposts and facilities, as well as allow for proactive deployment of combat engineering. Tactical severing of supply lines and base benefits will be more feasible as well as more understandable. Along with this change we'll be adding & experimenting with several other features to both support and augment the changes to base connectivity: Making roads, bridges, etc follow the connectivity more logically than is displayed in the above map - this will involve changes to the connectivity above as well as some changes to Indar's layout. You'll also notice that each of the 9 primary facilities are now surrounded by 3 regions that used to be the "Forward Spawn" outposts, those will be turning into full fledged outposts and will be the only connectivity to the facility "core", which we hope adds a bit more back-and-forth to facility capture. [b]Standardizing capture times - influence and # of players on the control point will no longer cause the capture time to fluxuate so defenders can have a better timebox to gather reinforcements or set up their next line of defense.[/b] [b]Making facilities which are under capture contention no longer provide adjacency for capturing other territories. If you are playing TR and own Xenotech Labs but it is being captured by the NC, you will not be able to use it's connection to to Crossroads to begin capturing Crossroads until you've secured Xenotech.[/b] Enhancements to the Biolab and Amp station base benefits to make them WORTH cutting off. Showing more info on the map including: Generator status on facilities SCU status on facilities [b]Friendly as well as enemy troop populations for each region[/b] [b]Capture progress and time remaining on the map (in addition to the region "tooltip")[/b] Now, before you start posting "Why isn't X connected to Y, it's connected to Z but that looks dumb!", this is just a first pass on the connectivity, and our next step is getting this played by you guys so we can figure out if 2-3 is the right number of connections or if 3-4 is better, or maybe 1-2! We won't know until you guys get a chance to really PLAY IT. Now, this is still at least several weeks from going live... however... [b]Within the next week or so (fingers crossed!) we will launch our new Public Test Server.[/b] Once we have the Test Server up we will be putting this current iteration of the hex connectivity on there and asking you guys to come play it and let us know how it works. From there we will be making modifications, finalizing the plan for the Indar layout, integrating the other two continents into this flow, and iterating on the other features I mentioned above as well as tuning capture times, rewards, etc. We've been working on a plan to get a Public Test Server up and running for a while now and we'll have more details about how you can access the server as we get a bit closer. As always, we're very interested in hearing feedback on this, positive, negative or neutral. We couldn't be making this game without you, our amazing community and your ideas and feedback. Thank you, look forward to hearing the feedback on this system![/quote]
Looks awesome! Skydocks might actually see some action now. My only worry is that small corridor territories might get absolutely swamped during peak hours.
[QUOTE=dracotonisamond;39907464]dont do it man. your in for infinite sadness. get a second burster or your faction specific G2A launcher. anything but the skyguard.[/QUOTE] I'm doing it on my VS account, which I'll only play to screw around. A friend and I plan on sticking in a group and only using Skyguard in an effort to kill land vehicles and fill the sky with purple tracers. I don't plan on much success, but it will be as satisfying as landing a kill with TF2's Manntreads. I figure the two of us stand a chance - it takes about two full mags to the front of a tank to kill it.
[QUOTE=The golden;39907698]Another patch another chunk of FPS mysteriously goes missing. During BioLab fights and zergs I used to get around 22fps now I'm getting as low as 14fps. Either the dev team has no idea what optimization is (or how to do it) or this engine is a pile of fermented shit. I'm thinking a bit of both.[/QUOTE] Imagine if it was as optimized as BF3, gameplay would be so much better and kill to death ratios wouldn't be so low.
[QUOTE=laserguided;39908421]Imagine if it was as optimized as BF3, gameplay would be so much better and kill to death ratios wouldn't be so low.[/QUOTE] It [I]does[/I] run pretty well when there's at most like 50 guys in a 1km radius around you. Pre-merge Amerish during the nights was like a constant 60fps everywhere :v: But seriously, biolabs are terrible when clusterfucked. Even if you get 25+fps in them, it's not worth staying in the middle of a stalemate unless you have a huge outfit equipped with all kinds of chainguns and shotguns.
Imagine if this game were multiplatform The PC version would probably be unplayable, given most devs' tendencies to neglect the PC port.
[QUOTE=LoLWaT?;39908850]Oh hey! It's a pseudo-lattice system reminescent of the one in Planetside 1 that everyone seemed to absolutely fucking hate. But now they're suddenly excited and can't wait to see it in action and think it would be the best fucking thing ever (which it probably will be so far which isn't saying much)??? Between the players, the developers, and the constant flip flopping- I can't decide which is more ridiculous...[/QUOTE] I don't remember people hating the lattice system.
so performance increase or performance drop?
[QUOTE=Raijin;39909034]so performance increase or performance drop?[/QUOTE] I'v not noticed any difference ether way. Nice and smooth for shooting tanks on the move, slow and annoying for Biolabs, Techplants and the like
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