• Planetside 2 V6 - VS capped Indar? It's more likely than you think
    9,264 replies, posted
I love the underground stuff, it looks fun to fight in.
Those Amerish changes look boss. And ye, servers are supposed to be down for several hours today for maintenance.
I can't even stay on for more than 5 mins now. And the warpgates don't work, nor does chat. :suicide:
[QUOTE=Jamie1992GSC;42830146]I can't even stay on for more than 5 mins now. And the warpgates don't work, nor does chat. :suicide:[/QUOTE] I mean, they have had an announcement on the client launcher notifying everybody that these issues would be extremely likely during their maintenance period today for about a week now, so you can't say you weren't given proper warning!
[QUOTE=Big Dumb American;42831359]I mean, they have had an announcement on the client launcher notifying everybody that these issues would be extremely likely during their maintenance period today for about a week now, so you can't say you weren't given proper warning![/QUOTE] Agreed. This was 2 hours after supposed end time of maintenance. Making sure it wasn't just me having said issue.
Anybody else ever hop in the gunner seat of an MBT as a Heavy Assault before, forgotten you weren't playing Engineer, and then, in an attempt to perform a clinch repair, jumped out and blown up your own tank with your rocket launcher? Because I do that embarrassingly often.
Shameful display.
[QUOTE=Big Dumb American;42832220]Anybody else ever hop in the gunner seat of an MBT as a Heavy Assault before, forgotten you weren't playing Engineer, and then, in an attempt to perform a clinch repair, jumped out and blown up your own tank with your rocket launcher? Because I do that embarrassingly often.[/QUOTE] after like, a month away from the game, i saw this wounded guy, tried to pull out my medical applicator, but i accidentally pressed 2 instead of 4 and took out my revolver and shot him in the head i am not best doctor
Me and my friends have been playing more of this game (we are new). It is so funny, I love it. [media]http://www.youtube.com/watch?v=S4lRHM4Cgec[/media]
Remember killing critically wounded MAXs after deploying ammo way back when deploying ammo equipped your primary [I]shortly[/I] after your swapped-to healing tool came out?
[quote=Matthew Higby @mhigby ] Optimization patch #1 is looking good for deployment tonight (4am PST). The whole team can't wait to get this update out to you guys! [/quote] And so it begins.
Here's hoping they fix that firing bug for the AI Mana turrets with this update.
So the patch is on the test server, im getting about 2-3x the amount of frames...on Ultra
[QUOTE=Killer monkey;42835873]So the patch is on the test server, im getting about 2-3x the amount of frames...on Ultra[/QUOTE] youre making me optimistic pls stop
[QUOTE=Killer monkey;42835873]So the patch is on the test server, im getting about 2-3x the amount of frames...on Ultra[/QUOTE] Awesome, maybe I can finally play this game with a framerate higher than 20
[QUOTE=Trainbike;42834091]And so it begins.[/QUOTE] AHHHHHHHHHHHHHHHHH MY BODY CAN'T TAKE IT I CAN'T WAIT AHHHHHH
Anyone here is a pilot wizard? I want to do dogfighting and all that, shit's hard. And I don't mean spam rocketpods at tower's spawns, ew.
[QUOTE=Trainbike;42834091]And so it begins.[/QUOTE] is he saying that it'll be out at 4 AM PST? if so that's not really "tonight"
[QUOTE=Onule;42836154]Anyone here is a pilot wizard? I want to do dogfighting and all that, shit's hard. And I don't mean spam rocketpods at tower's spawns, ew.[/QUOTE] Watch a video on reverse maneuvers and practice it in VR. Apart from that, flying around gets you used to aiming. And know that, like with all vehicles, if you enter an area with any substantial number of people you have to be really careful because everybody and their mum has AV/AA. The best way to avoid dying from enemy air is to travel with the team, and stick close so they can help if you get into a "dogfight." Dogfights are not high-speed intense battles, they are slow and awkward hover circle-jerks; going fast like a fighter will get you killed unless you make a very quick return to a team of friendly AA to cover you. Pilots will rarely lose you if you make fancy maneuvers at high speeds around things.
Air combat seems very difficult to get into as a beginner. The high resource cost, long acquisition timer, and large amount of things that can nearly instantly ruin a pilot's day ensures that newby pilots have a hell of a time getting in enough practice and earning enough certs to become competetive. The only time I can last more than a few minutes in the air is if I'm flying deep in friendly territory. The "pro" pilots in this game completely own the skies.
Whatever happened to the Swamp Continent? [editline]11th November 2013[/editline] [QUOTE=Monkeytracks;42828040]Vanu are not fun to fight in my experience. On connery there is a slight imbalance of Vanu vs NC/TR. The vanu crave biolabs and do anything to get them. NC just want a good fight it seems. TR myself, I like a good fight but as soon as the Vanu zerg hits you you know you are going to hate the next half to a full hour of your life just holding off ZOE maxes, Magriders, Scythes and bullshit Infantry lasers, you just need to take a break and shoot the Corporations a bit.[/QUOTE] It's the worst on Waterson (might be Mattherson, I haven't played in a while). You have VDRS, PW, and ZAPS who swoop in out of nowhere, slaughter the NC/TR, and proceed to shittalk both factions as much as humanly possible, whilst the good NC outfits disconnect or go AFK, and the TR doesn't even have any good outfits to begin with there. I've usually managed high K/D ratios, but I always seem to get killed by the Parallax. That thing's a fucking bane to human existence, and I seem to get more frustrated over PS2 than any other game, so myself and my teammates are usually prone to ragequit once the /yell taunts start flying. VS always seems to outnumber the TR/NC in combat combined, even with a lower pop percentage. Fighting the VS as the TR or NC on Waterson is an absolute nightmare. [editline]11th November 2013[/editline] [QUOTE=Big Dumb American;42836781]Air combat seems very difficult to get into as a beginner. The high resource cost, long acquisition timer, and large amount of things that can nearly instantly ruin a pilot's day ensures that newby pilots have a hell of a time getting in enough practice and earning enough certs to become competetive. The only time I can last more than a few minutes in the air is if I'm flying deep in friendly territory. The "pro" pilots in this game completely own the skies.[/QUOTE] To be fair, that's been happening for a long time in these kinds of games, pretty much beginning at Battlefield 1942. The first batch of players who managed to master air controls end up dominating any and all newcomers for the rest of the game's lifetime. Battlefield, Star Wars Battlefront, Planetside, even Crysis; air vehicles were bitches to get used to when playing multiplayer.
I loved fighting the VS. Mostly because I was so sick of the massive TR swarms that they'd pull. On Waterson, it was a very common sight to log in and see +40% TR server population. Then, ZOE came. I physically groan when having to fight VS now, because I know that, no matter where I go or what I do, I will see dozens of ZOE MAXes running amok. What makes ZOE even more painful is that VS MAXes are already quite effective at extended ranges. The ZOE allows them to operate in any environment, indoor or out, without having to worry about their strong counters, as opposed to, say, the NC MAXes, which nobody even bothers pulling unless they're defending an indoor base. And you know what really grinds my gears? In a stock MAX vs MAX battle, at point blank range, the NC don't even win. They only have one weapon that is capable of winning a fight against a TR or VS MAX in a straight brawl without first spending an additional thousand certs to unlock extended magazines, and that's the Grinder, thanks to it having a large enough ammo pool to kill an un-upgraded MAX at point blank range without reloading. The Scattercannon, Hacksaw, and Mattocks all require a reload to kill at point blank, which brings their TTK up to much higher than the VS or TR MAXes would need to drop them with any of their AI weapons. Past twenty meters, the Mattock is the only weapon that can kill an enemy MAX suit without first expending its entire available ammo pool. People argue that the NC are supposed to be overpowered in close quarters, making it a fair that they should be heavily outperformed at range, which would be okay if they actually [I]were[/I] overpowered in close-quarters. But they even lose there. I mean, if you want to give us massive close-range power at a trade-off of long range effectiveness, then do it. If I can roll through enemy units within 10-15 meters, then I would be much more amenable to TR and VS MAXes being able to stomp me outside of that range. But I can't, you know? [editline]11th November 2013[/editline] [QUOTE=Gmod_Fan77;42836843]To be fair, that's been happening for a long time in these kinds of games, pretty much beginning at Battlefield 1942. The first batch of players who managed to master air controls end up dominating any and all newcomers for the rest of the game's lifetime. Battlefield, Star Wars Battlefront, Planetside, even Crysis; air vehicles were bitches to get used to when playing multiplayer.[/QUOTE] The difficulty is definitely expanded by the fact that you can only pull an aircraft once every fifteen minutes (and then for only as long as you have enough resources to do so). At least in those games, you could hop in a new aircraft within a few minutes of dying-- it was just a matter of waiting for it to respawn.
[QUOTE=thisguy123;42828194]This Pop Imbalance thing is rather interesting as on Woodman most of the time it's damn near same pop levels for each faction. Sometimes Vanu has that extra% and sometimes it's NC/TR. Heck Quite often the Vanu are at the pop disadvantage. Usually the NC have control of the Biolabs and TR seem to be very good at taking Amerish, It's funny how different servers see almost a complete change in faction tactics and flows of battle. You say you see a lot of ZoE Max's on Connery? On Woodman Max's are kinda rare, for any faction, Troops preferring to run as engineers, medics and heavies and just bumrush the palce. Also the TR and NC usually loose on any Alert on Indar because most of them are at the crown... And the NC even moreso because most of the favour Snipers.[/QUOTE] Connery server battle doctrine is just focused on Maxes. I can say that much for TR and VS since I'm most exposed to them. I'm in on the XPIV outfit in TR and these outfits would sometimes have players pull Maxes for defense or offense, everything is focused on that mech, the engineer and the medic to sustain the sustainer. The only problem when it comes to fighting VS are those goddamn maxes. My screen turns into a fucking disco show with those annoying orbs and beams coming out from the general direction of VS to turn a Prowler or a TR squad into ashes.
[QUOTE=Gmod_Fan77;42836843]Whatever happened to the Swamp Continent? [/QUOTE] Hossin is still in the works, certain areas of it are open on the test server.
[QUOTE=The golden;42837436]40 minute play-session. Almost exclusively killed by snipers and SMG-cloakers. Neither of which I can see until they already have their crosshairs on my head. Getting so sick and fucking tired of this.[/QUOTE] Now I know how the natives feel when I play Far Cry 3.
Infils aren't exactly difficult to spot.
[QUOTE=Jimesu_Evil;42837486]Infils aren't exactly difficult to spot.[/QUOTE] Says the guy with the blind girl avatar.
If I can do it you have no excuse. Also some upcoming balance changes. [url]https://forums.station.sony.com/ps2/index.php?threads/balance-pass-post-2-nanoweave-and-related-features.157414/[/url] [quote]Nanoweave Armor For those not aware, how Nanoweave functions now: When at max rank Nanoweave gives a flat 25% increase to the player’s total health pool. This health increase causes Nanoweave to protect against the majority of damage sources. This includes damage types that have their own dedicated counters, like explosions. How Nanoweave will function soon: Nanoweave will no longer increase the player’s health pool. Instead, it will apply a percentage damage resistance against infantry small arms and rapid-fire vehicle secondary weapons only. Damage sources not included in the above, like explosions, will no longer be modified by Nanoweave Armor. Nanoweave will no longer resist headshots. Against any weapon. Against the applicable weapon types, max rank Nanoweave will remain the same strength as it is now (excluding head shots). We will be giving a cert refund when this change goes live. You can choose to repurchase Nanoweave Armor or spend their points elsewhere. Bolt-Action Rifles In a typical FPS game, the strength of a one-shot headshot is usually offset by either or both of the below: Small scale levels with limited sniper lanes. Some type of visual mechanic that calls out the sniper’s location. PlanetSide 2 isn’t a typical FPS game and neither of the above is a valid limiter given the size of our world and the scale of our battles. The massive size of our continents means snipers can be a threat from all directions, and a visual callout on each individual sniper isn’t possible considering the amount of players we render at one time. On the other side, giving snipers a 360° one-shot kill with unlimited range against all other players is not something we want to introduce into the game. Dying to a sniper that you never had a chance to see is a poor gameplay experience for everyone on the receiving end. So with the above in mind: We are capping all one-shot headshots on a full health target at 150 meters. Nanoweave will no longer apply to headshots, so the range limit will apply to all targets no matter what that player has equipped. This will give bolt-actions a more consistent feel when fighting within their effective range. The 150 meter range is a starting point. It may be adjusted during tuning, and we’ll be monitoring the range once it is live to see if it needs to be adjusted to be shorter or longer. Explosions Post-Nanoweave Change We’ve had to increase the max damage of some explosions in our game so that they would still be effective against Nanoweave-equipped players. For example, underbarrel grenade explosions are stronger than we would like. Changing Nanoweave over to being a projectile resistance removes the need for the increased explosive damage. We will be doing a pass of all explosive damage and reducing some so that they work better in the game.[/quote]
Interesting choice on snipers. 150 meters seems awfully short at first glance. Weaker explosions? Why? I don't die to explosives that often, so I don't see the point from my experience.
I wish they'd add some realistic bullet-drop indicators to scopes. You'd think that in the far future sniper rifle scopes would be a little more sophisticated than just a penciled-on cross, especially considering sniper rifle bullet drop is ridiculously high.
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