Planetside 2 V4 - The roadmap to Basic Features and a Playable Framerate
1,000 replies, posted
[QUOTE=Xenocidebot;39781387]Man, this game had enough of a problem with instakill bullshit in the form of sniper rifles and scatmaxes, we did not fucking need pump actions. I am all for a marginally more powerful shotgun but five meter bodyshot instakilling is broken as fuck.
The basic concept is fine- half second pump, instakill if you get the drop on somebody up close, they have time to react if not- but the fact that it's [I]so[/I] much damage ruins it. Automatic shotguns are still more useful indoors, but the fact that the pumps are literal 1430 damage bursts means any group of dudes spamming them just wins. There is already way more camping and way more bunnyhopping because of the damn things.[/QUOTE]
I don't think it's bad. You at least get time to react if the guy misses and has to reload, with the automatics like the Nighthawk I just do two-shot bursts effectively giving me 5 shots per mag, and reloading is way faster than a pump-action as long as I do it before spending the last shot.
so giraffe camo is on sale.
now that they announced account wide stuff, i think i may need to be a giraffe.
I recently got the Gaus SPR, I never realized how not shit the semi auto sniper rifles were. I'll probably use it more than my long shot now.
[QUOTE=Xenocidebot;39781387]Man, this game had enough of a problem with instakill bullshit in the form of sniper rifles and scatmaxes, we did not fucking need pump actions. I am all for a marginally more powerful shotgun but five meter bodyshot instakilling is broken as fuck.
The basic concept is fine- half second pump, instakill if you get the drop on somebody up close, they have time to react if not- but the fact that it's [I]so[/I] much damage ruins it. Automatic shotguns are still more useful indoors, but the fact that the pumps are literal 1430 damage bursts means any group of dudes spamming them just wins. There is already way more camping and way more bunnyhopping because of the damn things.[/QUOTE]
Instant kills with sniper rifles are perfectly fair if they land a headshot. There is nothing wrong with that considering doing so is pretty fucking difficult if the person being shot at is moving around. Last night with my friend, he was playing a medic, and I was playing a LA.
We took that rocky arch path to get to the crown, which is an easy as hell way to get plenty of knife kills on stupid infiltrators. The times we were spotted and getting shot at my snipers were hilarious. They were struggling to bodyshot us even once. I don't think I died at all that night to a sniper headshot.
The pump action though should have gotten a longer range and tighter spread to do what it does so it's not just a spammy shitgun like the semi autos and automatic shotguns. So that it actually rewards people who can aim with it at medium range.
Maybe a little reduced damage to, but I'm still holding out hope for the second set of them.
[QUOTE=Framperton;39784030]things[/QUOTE]
imo, thats what they shout have been.
pumps should have been same or less damage than semi auto's but with longer range/tighter spread.
they should reserve the oneshot for a double barrel.
[QUOTE=gudman;39784085]They don't. I think it has something to do with overall rendering system. Noticed it how rockets launched from far away from behind the "render veil" are never rendered even if they hit you? No rocket, no smoke trail, just random damage. In heavy fights inside Tech plants, when render distance is literally like 10 meters, grenades thrown from thin air don't render as well. I think it's the same thing.[/QUOTE]
that would explain why i never see them before its too late.
[QUOTE=Trainbike;39782672]I'm certain that 90% of the time they never even render. I can stand scanning a room for the bastards and think it's all clear, but as soon as I take the first step in I get my legs exploded into my skull out of thin air.[/QUOTE]
They don't. I think it has something to do with overall rendering system. Noticed it how rockets launched from far away from behind the "render veil" are never rendered even if they hit you? No rocket, no smoke trail, just random damage. In heavy fights inside Tech plants, when render distance is literally like 10 meters, grenades thrown from thin air don't render as well. I think it's the same thing.
I wouldn't rage about AI mines so much if it wasn't for the fact that the NC and VS ones are practically flat and impossible to see while the TR one STANDS UP and has LIGHTS coming out of it.
[QUOTE=Gen. Crumpets;39786286]I wouldn't rage about AI mines so much if it wasn't for the fact that the NC and VS ones are practically flat and impossible to see while the TR one STANDS UP and has LIGHTS coming out of it.[/QUOTE]
What I hate the most is the fact that bouncing betties and VS landmines can be tossed into the crowd. That's bullshit and doesn't work with TR mine aswell, as it's directional.
[QUOTE=Gen. Crumpets;39786286]I wouldn't rage about AI mines so much if it wasn't for the fact that the NC and VS ones are practically flat and impossible to see while the TR one STANDS UP and has LIGHTS coming out of it.[/QUOTE]
The VS one is a giant purple blob with bright green lights on it!
[QUOTE=Framperton;39784030]Instant kills with sniper rifles are perfectly fair if they land a headshot. There is nothing wrong with that considering doing so is pretty fucking difficult if the person being shot at is moving around.[/QUOTE]
Excluding the fact that that's never how it works in a multiplayer FPS. Anything with iffy netcode, large hitboxes, and instakill weaponry starts to go the path of TF2's huntsman, where a large group of really bad snipers get by on throwing projectiles in a direction until they get lucky. You're also not capable, due to refire rates, of ever achieving a decent score with a sniper rifle, the weapon stats preclude it even assuming you're constantly headshotting people at every possible moment. Right now Infiltrators are balanced around the fact that they're annoying and thus made useless, I'd prefer they removed the invisible gambler crap and made them a real class.
[QUOTE=kukiric;39783684]I don't think it's bad. You at least get time to react if the guy misses and has to reload, with the automatics like the Nighthawk I just do two-shot bursts effectively giving me 5 shots per mag, and reloading is way faster than a pump-action as long as I do it before spending the last shot.[/QUOTE]
Automatics also require recoil compensation and can't kill anybody in one round except at point blank. That's reasonable, instant death at five meters isn't. Even if one guy who missed is now laid up for half a second, his buddies aren't, reducing infantry combat to a whole lot of hiding behind corners and blindly spamming buckshot.
Mphhh, not going to log in again until either Woodman gets merged or transfer tokens are available. TR performance is just atrocious, to the point it's not fun. Two big outfits make a Prowler rush at the Warpgate. Then it goes in all directions, to collect itself at Crossroads Watchtower (yes, of course it's on Indar, where else could it be). Then all the tanks go to die at the Crown. We lost all tanks? Well that's okay, let's redeploy to warpgate and make fucking galaxy run to the Crown again. With predictable results.
And then they proceed to pull out 50 sunderers and go cap empty bases until enemy faction show up and kick our sorry asses as if we were all AFK.
I have no words about this.
[QUOTE=gudman;39787299]Mphhh, not going to log in again until either Woodman gets merged or transfer tokens are available. TR performance is just atrocious, to the point it's not fun. Two big outfits make a Prowler rush at the Warpgate. Then it goes in all directions, to collect itself at Crossroads Watchtower (yes, of course it's on Indar, where else could it be). Then all the tanks go to die at the Crown. We lost all tanks? Well that's okay, let's redeploy to warpgate and make fucking galaxy run to the Crown again. With predictable results.
And then they proceed to pull out 50 sunderers and go cap empty bases until enemy faction show up and kick our sorry asses as if we were all AFK.
I have no words about this.[/QUOTE]
Merges are a double edged sword, on the one hand you get shit fps and on the other hand there is a clusterfuck at every point.
[QUOTE=laserguided;39787532]Merges are a double edged sword, on the one hand you get shit fps and on the other hand there is a clusterfuck at every point.[/QUOTE]
Since the merge I was able to turn my graphics quality up to medium and have almost no fps difference :v:
That is because the game is dependent on your CPU. Graphics quality won't make a big difference. I droop to <20 fps sometimes in biolabs since the recent merge of Jaeger & Waterson.
I turned off HT, think that'll improve my FPS?
Hey everyone, do you guys have an outfit running on Connery for TR?
Orion Auraxium feels good. Never grinding for a medal again because it does horrible things to your score and sanity, but the 200 cert payout sorta makes up for the time lost. More importantly, I can now begin exclusively using the Flare, which, given the current flinch mechanics, can ruin people's aim so badly that even Uppercut users completely miss me indoors.
[QUOTE=Xenocidebot;39793083]Orion Auraxium feels good. Never grinding for a medal again because it does horrible things to your score and sanity, but the 200 cert payout sorta makes up for the time lost. More importantly, I can now begin exclusively using the Flare, which, given the current flinch mechanics, can ruin people's aim so badly that even Uppercut users completely miss me indoors.[/QUOTE]
That's the second time I've seen some one say it's a 200 cert reward, but when I got my Mercenary's auraxium medal I only got 100 certs. What gives?
[QUOTE=Trainbike;39793289]That's the second time I've seen some one say it's a 200 cert reward, but when I got my Mercenary's auraxium medal I only got 100 certs. What gives?[/QUOTE]
You sure it was only 100 certs?
The game only displays that it rewards 100 certs, but you should get the 200 cert regardless.
[QUOTE=Fancy Godgineer;39793339]You sure it was only 100 certs?
The game only displays that it rewards 100 certs, but you should get the 200 cert regardless.[/QUOTE]
Ah that must explain it then. I thought my cert count only increased by 100 too though, but I'm probably wrong.
[QUOTE=Xenocidebot;39787175]
Excluding the fact that that's never how it works in a multiplayer FPS. Anything with iffy netcode, large hitboxes, and instakill weaponry starts to go the path of TF2's huntsman, where a large group of really bad snipers get by on throwing projectiles in a direction until they get lucky. You're also not capable, due to refire rates, of ever achieving a decent score with a sniper rifle, the weapon stats preclude it even assuming you're constantly headshotting people at every possible moment. Right now Infiltrators are balanced around the fact that they're annoying and thus made useless, I'd prefer they removed the invisible gambler crap and made them a real class.
[/QUOTE]
Sniper rifles one shotting on headshots never works in any multiplayer FPS? Sorry? What Multiplayer FPS games have you been playing? It as ALWAYS been like that in virtually EVERY fps ever made that has location based damage. What the hell are you talking about?
I'm also not sure where you're coming from when you say that it get's easier because the game having iffy netcode or 'large' hitboxes. It's still difficult as hell to hit anything that isn't moving, but I wouldn't go so far as to call it completely random firing from a group of infiltrators.
Infiltrators having a consistently low score has nothing to do with the sniper rifle either. It's due to the fact that the class as a whole is half baked and unfinished. Hopefully they will get some abilities in the future that caters to a longer range playstyle.
Automatic shotguns require recoil compensation? Because at the range they are most commonly used at recoil means jack shit, and they can just spam like crazy to kill the guy anyway.
I'll correct myself on recoil compensation for shotguns, yes they have vertical recoil, but it's absurdly easy to control. It's so easy that I wouldn't really consider it much of a disadvantage over the pump action at all. I would still bet someone moving around, while firng with an automatic shotgun would still beat a PA user 90% of the time.
The pump action shotgun likewise doesn't guarantee instant death at 5m either, because that assumes that he's hitting 7/10 pellets with every shot and that the guy he's shooting at isn't paying attention or moving.
As for hoards or PA light assaults or whatever roving Indar; I have never seen that. Never. I've seen maybe 3 people using pump actions in an assault, and they sure as hell weren't working together. It's the same with SMGs. Some people prefer them over carbines, just as some prefer the PA, but I've never seen them in overwhelming numbers.
On an unrelated note, has anyone else been consistently stuck at 98% at the game loading screen for an exorbitantly long amount of time? Been happening since GU02.
[QUOTE=Framperton;39793898]Sniper rifles one shotting on headshots never works in any multiplayer FPS? Sorry? What Multiplayer FPS games have you been playing? It as ALWAYS been like that in virtually EVERY fps ever made that has location based damage. What the hell are you talking about?
I'm also not sure where you're coming from when you say that it get's easier because the game having iffy netcode or 'large' hitboxes. It's still difficult as hell to hit anything that isn't moving, but I wouldn't go so far as to call it completely random firing from a group of infiltrators.
Infiltrators having a consistently low score has nothing to do with the sniper rifle either. It's due to the fact that the class as a whole is half baked and unfinished. Hopefully they will get some abilities in the future that caters to a longer range playstyle.
Automatic shotguns require recoil compensation? Because at the range they are most commonly used at recoil means jack shit, and they can just spam like crazy to kill the guy anyway.
I'll correct myself on recoil compensation for shotguns, yes they have vertical recoil, but it's absurdly easy to control. It's so easy that I wouldn't really consider it much of a disadvantage over the pump action at all. I would still bet someone moving around, while firng with an automatic shotgun would still beat a PA user 90% of the time.
The pump action shotgun likewise doesn't guarantee instant death at 5m either, because that assumes that he's hitting 7/10 pellets with every shot and that the guy he's shooting at isn't paying attention or moving.
As for hoards or PA light assaults or whatever roving Indar; I have never seen that. Never. I've seen maybe 3 people using pump actions in an assault, and they sure as hell weren't working together. It's the same with SMGs. Some people prefer them over carbines, just as some prefer the PA, but I've never seen them in overwhelming numbers.
On an unrelated note, has anyone else been consistently stuck at 98% at the game loading screen for an exorbitantly long amount of time? Been happening since GU02.[/QUOTE]
Try 3 loading screens.
[QUOTE=hogofwar;39794970]Try 3 loading screens.[/QUOTE]
This is the worst. Especially when you're trying to get back to a major defense.
Is the final medical applicator worth the 500 certs? It adds two meters to the reviving distance, so it could make things easier for me as a medic but I'm not sure.
[QUOTE=wulfe8857;39794978]This is the worst. Especially when you're trying to get back to a major defense.[/QUOTE]
Or when trying to get out of a vehicle about to explode.
[QUOTE=Framperton;39795687]Or when trying to get out of a vehicle about to explode.[/QUOTE]
I don't get why sometimes it does load screens when getting out of a vehicle. Once it gave me one where I was at Indar Excavation Site and I got out my Prowler right before it exploded. It then did a loading screen and sent me back to the warpgate. :suicide:
[QUOTE=Boba_Fett;39795468]Is the final medical applicator worth the 500 certs? It adds two meters to the reviving distance, so it could make things easier for me as a medic but I'm not sure.[/QUOTE]
It makes chain reviving more useful since your allies get all of their health back upon revival.
But I'd say that upgrade it only if you don't have anything else you're trying to cert up.
[QUOTE=Gen. Crumpets;39795848]I don't get why sometimes it does load screens when getting out of a vehicle. Once it gave me one where I was at Indar Excavation Site and I got out my Prowler right before it exploded. It then did a loading screen and sent me back to the warpgate. :suicide:[/QUOTE]
ha, ive got a good one.
a buddy and i were in a liberator and were being chased by like, 7 mossies. one minute im shooting the rear gun for our lives the next were both looking at a loading screen.
three loading screens later, we found ourselves alive and sitting in the warpgate spawn tubes without an affected k/d.
[QUOTE=Boba_Fett;39795468]Is the final medical applicator worth the 500 certs? It adds two meters to the reviving distance, so it could make things easier for me as a medic but I'm not sure.[/QUOTE]
its amazing, make it the first thing you get.
you will beat any other medic to a rez and you dont have to babysit people until they get up.
dont be that guy who gives people poverty resurrections.
everybody hates that guy that leaves you with 20% of their health in a combat zone.
[QUOTE=dracotonisamond;39797215]ha, ive got a good one.
a buddy and i were in a liberator and were being chased by like, 7 mossies. one minute im shooting the rear gun for our lives the next were both looking at a loading screen.
three loading screens later, we found ourselves alive and sitting in the warpgate spawn tubes without an affected k/d.
[/QUOTE]
And they were asking us to vote for PS2 for the technical achievement award.
Even missing half the features, so long as it ran near perfectly for everyone and was stable, I would do it in a heartbeat.
But doing so now would feel cheap, and my vote could go to a more deserving title. I mean, they don't really fulfill the requirement yet for having a 'technical achievement', really. It's more like partial credit, or the 'almost there' award.
No doubt the game looks freaking amazing when you aren't asking it to do a whole lot. But a game isn't all about how pretty it looks. If they advertise themselves as having created the largest, most massive MMOFPS on a F2p model, I'm going to look for the game's overall stability when supporting those massive numbers, and if it has managed to keep a steady player base.
According to this website: [url]http://sirisian.com/planetside2/population.php?world=all&timezone=0[/url]
PS2 [I]peaked[/I] at around 22k total logins across all servers immediately after the merges.
Maybe I'm misinterpreting the numbers, but to me that's really low only 3 months after an MMOFPS launches.
[video=youtube;Tcphx28e_Ek]http://www.youtube.com/watch?v=Tcphx28e_Ek[/video]
Meanwhile on cobalt...
[QUOTE=Framperton;39793898]
Infiltrators having a consistently low score has nothing to do with the sniper rifle either. It's due to the fact that the class as a whole is half baked and unfinished. Hopefully they will get some abilities in the future that caters to a longer range playstyle.
[/QUOTE]
I'd love to be picked off from even longer distances.
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