• Planetside 2 V4 - The roadmap to Basic Features and a Playable Framerate
    1,000 replies, posted
So we're attacking a biolab with some really laggy as fuck NC who are teleporting about the place and taking 0 damage due to them acutally being several feet to the left of where they appear on your screen. And no it's not FPS lag as the rest of the game is running smoothly.
Why do I keep getting "There was an error completing your request. Please try again" when clicking play on the start up screen?
[QUOTE=RobbL;39909285]Why do I keep getting "There was an error completing your request. Please try again" when clicking play on the start up screen?[/QUOTE] Smedly hasn't finished shaving yet.
There needs to be vehicle entry/exit animations, it's so fucking irritating to have c4 on a lightning, only to have the driver pop out with a pump action and oneshot me. Just atleast put in some fucking delay on the goddamn exit.
[QUOTE=finbe;39909496]There needs to be vehicle entry/exit animations, it's so fucking irritating to have c4 on a lightning, only to have the driver pop out with a pump action and oneshot me. Just atleast put in some fucking delay on the goddamn exit.[/QUOTE] Don't know about you, But there always seem to be a 2 sec delay on getting in/out of vehicles for me Annoying as hell
[QUOTE]Why do I keep getting "There was an error completing your request. Please try again" when clicking play on the start up screen?[/QUOTE] plz help [editline]14th March 2013[/editline] Just noticed Planetside2.eu isn't working, are the european servers down or something?
[QUOTE=BreenIsALie;39909511]Don't know about you, But there always seem to be a 2 sec delay on getting in/out of vehicles for me Annoying as hell[/QUOTE] Try rebinding your exit button to something else, I leave vehicles/turrets instantly, perhaps there is a delay but it doesn't always work.
[media]http://www.youtube.com/watch?v=djl_znO1pUQ[/media]
[QUOTE=d00msdaydan;39909879] [/QUOTE] This is hilarious, I wonder how quickly it will be patched.
The planetside eu site is back up now, but I can't log in to ask for help on the forums. stupid game
Apparenlty auraxium medals only give 50 certs now. What the fuck?
I got excited in VR and accidentally spent 200 certs on the Flash's aquisition timer. Guess I'm going to be quadding around a lot from now on.
[QUOTE=d00msdaydan;39909879][media]http://www.youtube.com/watch?v=djl_znO1pUQ[/media][/QUOTE] [img]http://www.gifsforum.com/images/image/other/grand/well-I-guess-thats-that-other-eccbc87e4b5ce2fe28308fd9f2a7baf3-1414.jpg[/img]
[QUOTE=d00msdaydan;39909879][media]http://www.youtube.com/watch?v=djl_znO1pUQ[/media][/QUOTE] It works fully on magriders, lube up those bumholes TR, because you're gonna need it :v:.
[QUOTE=1239the;39910036]I got excited in VR and accidentally spent 200 certs on the Flash's aquisition timer. Guess I'm going to be quadding around a lot from now on.[/QUOTE] Yeah, I did the same thing with the engineer's tank mines and claymores :( I was saving them up for the second block of C4 for me LA :(
Desconstructing is becoming increasingly common as of late, and for the first time last night, I had three people in a row desconstruct as I began to fire upon them in a skyguard (they were below 50% health). Getting very annoying.
Taking damage during the deconstruction timer should cancel it, in my opinion. Having a "KILL DENIED" feature is a bit of a bummer to somebody who goes through the effort to drag you down.
[QUOTE=Jimesu_Evil;39907540]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] [quote][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][/quote] I don't like this. It's, I'm assuming, going to make Bio/techlabs take less time to capture, but tiny outposts will take excessively long times to capture. That doesn't seem right to me.
-snip figured it out-
[QUOTE=LoLWaT?;39908886]Are you serious? Or did you just not pay attention to the Planetside 2 forums much until fairly recently? Not to sound like an ass, but that has been one of the most controversial subjects of discussion; as has been with anything having to do with Planetside 1 for some reason. It's been suggested time and time again in the past by several people that Planetside 2 needed a system similar to the lattice in Planetside 1 and they were told to fuck off by just about everyone who had never even played Planetside 1 before. All while the SOE devs basically just went [I][B][U]NO![/U] [/B]This is [U]OUR[/U] game and if you don't like this shitty hex system that obviously doesn't work you can stop playing. [/I]It was ridiculous. [editline]14th March 2013[/editline] I mean, i'm glad they're finally going to atleast try implementing that sort of system just to see how it does, but the people over there are unbelievable. And I can get you links to several instances of this if you'd like. It'd be absolutely no trouble.[/QUOTE] First of all I've literally not heard anyone who actually hates the lattice system and who played PS1. Most PS1 vets think its a clearly suprior system. This really isn't the same thing as lattice secondly. It's very similar and has a similar role (connecting facilities in a web) but its different because its not a "GO HERE NEXT" type of lattice, it's much more fluid with specific lines of attack and routes that facilities hook up to - like an actual road/supply line. I think it could be really interesting, though I would like it if the general-hex areas were still lit up on the map (but maybe just dimmed) so it doesn't feel like I'm out of bounds by not sticking wiht the strict territory pathing. I.E. the hex's that make up the inside of a territory/lattice are lit like they are in the above screenshot, but the territory as a whole they control is still how it is now, just dimmed in the background. That way you still get a sense that you are actually in a territory (and get points for doing so) without having to stick with the tiny lattice routes. But of course, the only way to capture the next base is to stick with where your supply line leads.
[QUOTE=wulfe8857;39911149]I don't like this. It's, I'm assuming, going to make Bio/techlabs take less time to capture, but tiny outposts will take excessively long times to capture. That doesn't seem right to me.[/QUOTE] That's not it at all. What it means is that the capture timer cannot be sped up or slowed down by influence or more players on the point. So if a base has a capture timer of 10 minutes, it is 10 minutes no matter what. This means you can more easily decide if there is still time to resecure a base or if it's better to fall back and set up defences at the next base. Though I wonder if this means they'll be making all bases a single capture point, since multiple points causes capture timers to fluctuate?
[QUOTE=Jimesu_Evil;39911324]That's not it at all. What it means is that the capture timer cannot be sped up or slowed down by influence or more players on the point. So if a base has a capture timer of 10 minutes, it is 10 minutes no matter what. This means you can more easily decide if there is still time to resecure a base or if it's better to fall back and set up defences at the next base.[/QUOTE] But does that mean each type of base has their own time frame? [quote=Jimesu_Evil;39911324] Though I wonder if this means they'll be making all bases a single capture point, since multiple points causes capture timers to fluctuate?[/quote] I doubt it. Having multiple capture points means that both sides must be decisive on which ones they attack. Having just one capture point would mean an almost endless, pointless bloodbath on the single point.
[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 the developers are such kings for coming up with such an idea and they're suddenly excited for it and can't wait to see it in action and the majority now thinks it would be the best fucking thing ever?????????? (which it probably will be; which isn't saying much) Between the players, the developers, and the constant flip flopping- I can't decide which is more ridiculous...[/QUOTE] Almost everyone liked the lattice system and that's why they've been begging for it to return.
[QUOTE=LoLWaT?;39908886]Are you serious? Or did you just not pay attention to the Planetside 2 forums much until fairly recently? Not to sound like an ass, but that has been one of the most controversial subjects of discussion; as has been with anything having to do with Planetside 1 for some reason. It's been suggested time and time again in the past by several people that Planetside 2 needed a system similar to the lattice in Planetside 1 and they were told to fuck off by just about everyone who had never even played Planetside 1 before. All while the SOE devs basically just went [I][B][U]NO![/U] [/B]This is [U]OUR[/U] game and if you don't like this shitty hex system that obviously doesn't work you can stop playing. [/I]It was ridiculous. [editline]14th March 2013[/editline] I mean, i'm glad they're finally going to atleast try implementing that sort of system just to see how it does, but the people over there are unbelievable. And I can get you links to several instances of this if you'd like. It'd be absolutely no trouble.[/QUOTE] Haven't been on the forums much, but I have seen the SOE devs act like fucking babies whenever something from PS1 comes up. Reminds me of the Mass Effect devs when everyone told them ME3's ending was shit. They said "we want to protect our artistic vision". Good god I hope that vision is dead because it was shit. Anyway I just thought you were talking about PS1 vets because of the way you worded it here: [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. [/QUOTE] I don't remember people having any real complaints about the lattice in PS1, but the new PS2 players (and whiny SOE devs) might have said something. Personally I was hoping they would expand on the concept they had for nanites powering facilities, like making cutting off supply lines a viable option. Giving people personal resources instead feels like a cop out.
[QUOTE=wulfe8857;39911349]But does that mean each type of base has their own time frame?[/QUOTE] They already do, it's just that they all fluctuate so drastically due to influence and players on point that they all seem so inconsistent. I think the standard time (50% influence, all points flipped but no players on them) is 10 minutes for facilities, 5 minutes for outposts and towers. [editline]15th March 2013[/editline] [QUOTE=FlakAttack;39911624]I don't remember people having any real complaints about the lattice in PS1, but the new PS2 players (and whiny SOE devs) might have said something.[/QUOTE] I think the majority initially praised the hex system for its "strategic freedom" and bashed the lattice for being too restrictive, but over time more and more people started realising that the only "strategic freedom" anybody ever used was the freedom to avoid big fights and ghost cap empty bases. Now the majority wants the lattice back.
I'm not really familiar with the lattice system, having never played Planetside 1, but if it did a better job of focusing the action and making battles more meaningful, I'd be all for it. The current state of Planetside 2 makes capturing a point rather anticlimactic, since as soon as you roll out the baddies will just reclaim it proper quick. The frontlines are all over the board, and it's more than a bit messy. The GUI and Instant Actions updates and changes have made it a bit easier to find the action, but it still feels like "just another fight," and I never care much at all about where the fight actually is.
I always deconstruct my ESF in mid flight when I know i'm going to die, fight me.
So is there anything the default cannon for the lightning is good for? I have had a skyguard for a while now, which blows and seriously needs a revamp, but only recently picked up the HEAT cannon. The HEAT cannon just seems to annihilate stuff when compared to the default cannon.
Yes, the default cannon is mostly worthless. I'm fairly certain the Skyguard kills vehicles faster than it. It's only redeeming value to me is being able to shake the hell out of people's screens.
[QUOTE=GoldenDargon;39912181]I always deconstruct my ESF in mid flight when I know i'm going to die, fight me.[/QUOTE] I wouldn't blame people doing it, but they should put something in place so that it can't happen "just to spite the person who killed you" same thing with ESF getting shot, then nosediving into the ground.
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