Planetside 2 V4 - The roadmap to Basic Features and a Playable Framerate
1,000 replies, posted
[QUOTE=Xenocidebot;39740081][video=youtube;eHSnb5pPv4s]http://www.youtube.com/watch?v=eHSnb5pPv4s[/video]
It's incredible that the flinch problem is so bad even aimbotting shitbags are aware of it.[/QUOTE]
Higby already said that screen shake and flinch adjustments are coming sometime this week. Maybe they'll be coming with the server merges.
Friday 3am server merges/potentially new content.
here's a picture cleg drew of one of the biolab bases on Hossin:
[url]https://twitter.com/Arclegger/status/306894481972662272/photo/1/large[/url]
[thumb]http://i.imgur.com/hcI4FYe.jpg?1[/thumb]
All right, the super cool (hopefully) update is coming out next week.
[QUOTE=Jimesu_Evil;39742969][thumb]http://i.imgur.com/hcI4FYe.jpg?1[/thumb][/QUOTE]
"Alright, now all we need to do is slap some skulls on this shit"
[QUOTE=Trainbike;39740132]Higby already said that screen shake and flinch adjustments are coming sometime this week. Maybe they'll be coming with the server merges.[/QUOTE]
Seems to me like they could just have the viewmodel kick backwards, keeping the sights aligned.
[QUOTE=TextQUAKE;39743096]Seems to me like they could just have the viewmodel kick backwards, keeping the sights aligned.[/QUOTE]
I would prefer not to have it at all.
But I won't be able to run in point blank and plug my LMG into a MAX!
On the flipside, while playing MAX people will stop running up point blank and plugging their LMGs into me.
I brought this up while traveling with a large group of armor.
Idea 1: The idea is a utility cert for galaxies that would enable them to drop tether lines, and pick up lightnings, quads, and sunderers. The galaxy would need to hover and active this. For a vehicle to be picked up, they would have to position themselves below those tethers and active them as well(to prevent people from picking up those that didn't want to be picked up, and then flown about). If they had this cert, they would sacrifice carrying capacity(from 12 to 6~) to give some realism about how to compensate for the added weight of a vehicle.
Someone then brought up net camo. That's all he said, but I thought about it afterwards. It could be a rechargeable cert that an engineer would throw/attach to a stationary vehicle. If the vehicle started to move, the net would snag on the vehicle a little then eventually fall off. It would be a bit hard, but I think the devs could get by just making basic nets for each biome (forest, desert, tundra, etc).
[img_thumb]http://3.bp.blogspot.com/_H8KDKpNcbYo/S9xR50JthSI/AAAAAAAAA84/uIs0z9YC9I4/s1600/blog+MISC_Camo_ULCANS_Net_Desert_lg.jpg[/img_thumb]
1) Or they could just bring back the lodestar.
2) What would be the point of camo nets in PS2 exactly? It's a really gimmicky idea.
[QUOTE=Trainbike;39744233]1) Or they could just bring back the lodestar.
2) What would be the point of camo nets in PS2 exactly? It's a really gimmicky idea.[/QUOTE]Most vehicle without camouflage stick out like a sore thumb in open landscape. I think it'd also help protect being seen from the air as an easy target for a liberator.
[QUOTE=credesniper;39744433]Most vehicle without camouflage stick out like a sore thumb in open landscape. I think it'd also help protect being seen from the air as an easy target for a liberator.[/QUOTE]
They'd still stick out like sore thumbs even with these nets. Visual disruption irl =/= visual disruption in video games. Nothing flies high enough for that to be a feasible method of hiding something and it just straight up wouldn't work at all against something looking at it from the ground, at least in PS2. Besides, if you have time to completely stop then get out to cover the vehicle, you're either not going to be doing much anyway since you're probably alone or, alternatively, the thing you're trying to hide from wasn't going to notice you in the first place.
[editline]28th February 2013[/editline]
Also the fact that everyone spams spot constantly would render it 100% useless anyway, but you could just make it so that it makes the vehicle unspottable.
Maybe I'll redownload the game and play it this weekend.
[QUOTE=Xenocidebot;39740081][video=youtube;eHSnb5pPv4s]http://www.youtube.com/watch?v=eHSnb5pPv4s[/video]
It's incredible that the flinch problem is so bad even aimbotting shitbags are aware of it.[/QUOTE]
this is exactly why i don't play PS2 anymore.
the incredibly huge amount of screen shaking combined with the lack of optimisation make anyone with 30fps or lower cannon fodder.
i'll come back when they fix one or the other. (hopefully they'll fix both!)
[QUOTE=Trainbike;39744233]1) Or they could just bring back the lodestar.[/QUOTE]
The lodestar would need a bit of a Retune to fit with planetside 2. Having a very large flying metal brick for the sole purpose of bringing a single vehicle from point a to point B seems less useful in PS2 than it did in PS1.
In PS1 it did have repair/resupply capabilities but the sunderer has those now.
Plus being able to drop an AMS sunderer into place's it shouldn't be seems exploitable, like on top of a biolab.
Perhaps having the Lodestar deploy into a vehicle pad would have it fit with the new workings of planetside 2. With certs to make it into more of a forward base type deal, allowing for infantry respawn and heavier defensive capabilities.
But that also sounds somewhat overpowered.
Also you have the potentially amusing problem of what to do about sunderers.
Allow them on the lodestar?
You are going to wind up with some interesting sundie locations.
I'd allow an attachment for the galaxy to give up all but your gun slots in carrying capabilities in return for hauling a lightning.
I'd like to see the Galaxy in general gain a lot more interesting upgrades and modifications.
Like you should be able to replace the roof mounted defensive turret with a RADAR dish to turn the Galaxy into an AWACS. Basically it would immediately spot all enemy aircraft in a hex and halve the time needed to lock onto them.
[img]http://img703.imageshack.us/img703/2766/800pxusafe3sentry750pix.jpg[/img]
Or add the ability to sacrifice all of your passenger slots in return for ECM jamming pods. Decreases spot time on all friendly vehicles in the hex and introduces a chance for homing missiles to lose lock mid flight.
Seeing as the liberator took over the gunship role, it would be interesting to have a Galaxy bomber attachment. Again give up all passenger slots in return for free fall bombs in large quantities.
Or if all else fails, let you replace the top turret with a single catapult that will launch a manned flash. Because reasons.
Okay this game looks pretty neat, maybe I need to give it a shot.
Ended up with a rare treat. Found a really good lib gunner. After flying with him for a bit i got invited to his squad, which turned out to be 5 people talking, 2 in tanks, 2 in Reavers and me and the lib pilot. Ended up raising hell all the way from Indar Excavation down to TR warpgate
Not bad for an hour as a lib gunner
[t]http://cloud-2.steampowered.com/ugc/594745012018852689/EFF5E5FECF374C42FED5FAEAAF49A86A53DDF621/[/t]
[QUOTE=BreenIsALie;39746475]Ended up with a rare treat. Found a really good lib gunner. After flying with him for a bit i got invited to his squad, which turned out to be 5 people talking, 2 in tanks, 2 in Reavers and me and the lib pilot. Ended up raising hell all the way from Indar Excavation down to TR warpgate
Not bad for an hour as a lib gunner
[t]http://cloud-2.steampowered.com/ugc/594745012018852689/EFF5E5FECF374C42FED5FAEAAF49A86A53DDF621/[/t][/QUOTE]
I suck at lib gunning.
And at lib flying to, since my computer tends to lag every now and then when its getting resources from my HDD. Which gives me just enough time to crash into a biolab.
I wish I could fly any sort of plane in the game without being automatically pelted by AA or picked off by a more experienced flyer. :c
Just started playing this game today, having a blast so far. What should my first goals be in terms of certs? I enjoy Light Assault the most. I could save up for one of the other guns that I have been trialing, or should I get the slot certs first?
[QUOTE=Funsize;39747175]Just started playing this game today, having a blast so far. What should my first goals be in terms of certs? I enjoy Light Assault the most. I could save up for one of the other guns that I have been trialing, or should I get the slot certs first?[/QUOTE]
If you like LA, investing in jump jets/drifters is the first thing you should do. I've got lvl 4 or 5 Jump Jets, and you can fly for soooo loooonng with them.
I also have Ammo Bandolier 2 which is useful so you don't have to constantly go looking for an engineer once you're in a nice spot like a tree or rooftop.
Hmm
[IMG]http://i.imgur.com/BobObcE.jpg?1[/IMG]
Shredder on Lib is amazing if the guy bothered to put optics on it
Our outfit pretty much only uses shredders now and they do a great job. Not super great at mass-area denial that Zephyers are with infantry but they still do a good job against infantry. They are hard to trace where they are coming from too since it isn't an obvious explosion and projectile.
I have a question for Libs.
I'm going to spec in to them.
Now, Dalton vs Zepher
And Thermal vs IR
Which is the best all-around build for flying around and raining death upon the ground?
[QUOTE=Suitcase;39748637]I have a question for Libs.
I'm going to spec in to them.
Now, Dalton vs Zepher
And Thermal vs IR
Which is the best all-around build for flying around and raining death upon the ground?[/QUOTE]
Depends. Dalton is amazing against vehicles if you get direct hit and decent against them if you get it near. It's really good agains infantry due to large splash damage. Fires slowly though so you need to aim it well
As for optics, i mostly run with zoom on mine, although i got IR on it as well. I'm not sure if this applies to thermal too, but once you get a decent way off the ground IR gets useless since you just see black everywhere.
It depends on how you fly i'd say, IR is amazing if you get a good pilot that can fly low without being shot down too easily
[QUOTE=Suitcase;39748637]I have a question for Libs.
I'm going to spec in to them.
Now, Dalton vs Zepher
And Thermal vs IR
Which is the best all-around build for flying around and raining death upon the ground?[/QUOTE]
Dalton is for killing tanks while sitting at 900 meters in the sky not being touched by G2A so you want zoom for that.
Zephyr is for anti-infantry/semi anti-vehicle. Most of the time you have to sit within 200meters with the zephyr otherwise infantry doesn't render so thermal and IR but between those two its a personal choice of colors n shit.
Zephyr imo is best since it lets you shred infantry but good luck trying to not get shredded by invisible G2A HA and AA maxes inside spawn rooms.
And if you don't trust your gunner to not be terrible, get the Tank Buster primary which absolutely wrecks if you get in close enough, it can destroy turrets and, with magazine size upgrades, tanks within a single mag (which is empties in like two seconds)
Combine that with the High-G Airframe and you can successfully dogfight with ESF
[QUOTE=d00msdaydan;39749246]And if you don't trust your gunner to not be terrible, get the Tank Buster primary which absolutely wrecks if you get in close enough, it can destroy turrets and, with magazine size upgrades, tanks within a single mag (which is empties in like two seconds)
Combine that with the High-G Airframe and you can successfully dogfight with ESF[/QUOTE]
What i did with my pilot earlier today
One useful move that took out a AA or AV turret in one go was to dive at it firing the Tank Buster and then pulling up once you was close and letting the belly gun finish it off
Worked like a charm
Sorry, you need to Log In to post a reply to this thread.