• Planetside 2 V6 - VS capped Indar? It's more likely than you think
    9,264 replies, posted
Infiltrators are always dropping into a mass of 10 to 15 people with a proximity mine then darting off. Give them a sword and they'll just swing and kill and die along with the rest of them as they team kill one another Unless it replaces the knife, I wouldn't want to see it in-game
We need three things. First of them, Commissar hats. TR already has one, get the other factions some as well. Second, a sword for said Commissars. Preferably wielded in conjunction with a pistol on the other hand. Third, bayonet attachments. For all guns. For free. The rest speaks for itself.
[QUOTE=JgcxCub;42884619]Oh, on that note. What graphics settings are limited more by GPU than CPU? I have a really good processor but a fairly old graphics card. With that in mind, any ideas how I should set it up so it looks as good as possible without getting low fps (<40)?[/QUOTE] Anyone?
Has anyone heard anything about the Hossin release yet? The last I heard about it was a release in October, but that's already passed.
[QUOTE=Jimesu_Evil;42887154]I really hope they don't introduce swords unless it's just a cosmetic replacement for the knife.[/QUOTE] It would be cool if they did it like it's done in Tribes. When you melee, the diamond swords guys grab their sword from their backs and give it a swing
Ever since I saw there was a melee slot in the loadout screen I've been waiting for more melee weapons
Just to let you guys know NS-15M + Foregrip + Compensator + NVscope = IWIN button in the Biolabs, especially at night. Holy dicks I killed one poor guy 13 times according to my killboard. Sorry Bambomb. But lurking in that foliage where no one can see you, and everyone's glowing bright white, it felt like cheating
God Dammit. Now Waterson NC are getting buttfucked on both sides, we don't even have the numbers like the TR to deal with this.
I had the feeling my EM-1 (NC LMG) wasn't as strong as hoped, as I kept being outgunned by TR heavies, so I decided to check why. The default TR LMG has the exact same bullet damage, but an Rpm which is almost exactly 100 rounds higher than the EM-1. There are probably more weapons which go both ways for all factions, but this is just silly. [sp]in it's bad defence, the TR LMG has a reload time of a second longer, but who gives a fucking shit about that[/sp]
[t]http://i.minus.com/iTpZsYNwcPjXV.jpg[/t] they honestly need to add a pop cap per server and faction if there's too many of one faction on then you have to wait a queue to just log in, like the pop caps per continent because this is getting ridiculous each server is nothing but stacking
there are pop caps
I wonder if dropping an EMP on your prox mines when you place them doubles up for extra death since EMP's detonate mines Imagine running into a group as infil, popping an emp then immediately dropping a prox mine before the EMP goes off. EMP blows up, takes out everyones sheilds and then blows up the prox mine before it has a chance to run through its detonation thing Everybody dies :D
[QUOTE=NoDachi;42894107]there are pop caps[/QUOTE] server wide? i've never seen one
[QUOTE=JgcxCub;42891277]Anyone?[/QUOTE] The easiest way to take the load off your graphics card is to lower the render quality. Following that, graphics quality slider, particles, fog, AO, fog shadows, etc. As far as the best settings, start from everything low. Raise texture quality and graphics quality until performance is where you want it - those two settings make the biggest difference.
[QUOTE=NoDachi;42894107]there are pop caps[/QUOTE] I've never seen them put to use. Except on Continents.
Okay, just got back into this after the optimization, holy fuck it's good First, certs are a pain- is that just it or are there easier ways to get them that don't involve money And second, I want that common pool SMG to use- if I buy it on one character, could I use it on others (my guess is no)
[img_thumb]http://cloud-4.steampowered.com/ugc/685966454655476508/36D512C7BAFAC457B272884605163625BF944BEB/[/img_thumb] So many effing missiles
[QUOTE=Xuerian;42895036]The easiest way to take the load off your graphics card is to lower the render quality. Following that, graphics quality slider, particles, fog, AO, fog shadows, etc. As far as the best settings, start from everything low. Raise texture quality and graphics quality until performance is where you want it - those two settings make the biggest difference.[/QUOTE] Are there any graphical settings that tax CPU a lot more than GPU so I can bias towards those? Just trying to optimize for the bottleneck.
[QUOTE=JerryK;42894077][t]http://i.minus.com/iTpZsYNwcPjXV.jpg[/t] they honestly need to add a pop cap per server and faction if there's too many of one faction on then you have to wait a queue to just log in, like the pop caps per continent because this is getting ridiculous each server is nothing but stacking[/QUOTE] Hey guess what? Those pie charts are [i]territory owned[/i], not population.
[QUOTE=Jimesu_Evil;42897984]Hey guess what? Those pie charts are [i]territory owned[/i], not population.[/QUOTE] cool? i never said those charts were population, i was showing how ridiculously steamrolled the NC were on each continent and using it as the basis for my argument
Except NC getting steamrolled is a terrible basis for an argument for pop balance. NC could have even pops and still get steamrolled. NC could have 40% pop and still get steamrolled. Next time show us the world pop chart. Also faction pops [i]are[/i] capped at 666 or so per continent, that's around 2000 per faction per server until they add another continent. Any overflow goes to the VR room. Do you want them to lower the cap when the servers aren't full? No, that would be retarded.
There needs to be a revive cap and a longer Sunderer delay. I know the battles are meant to feel massive, but it feels like the only possible way to win is through numbers. You can kill 40 enemies and lose one guy, but if they have three Sunderers that can churn out several hundred soldiers like clown cars endlessly, you're SOL. And reviving is annoying too. I don't care how far in the future we are; if you get your head blown off by a shotgun 7 times in a row, there comes a time when no amount of medical science can bring you back.
[QUOTE=JgcxCub;42897139]Are there any graphical settings that tax CPU a lot more than GPU so I can bias towards those? Just trying to optimize for the bottleneck.[/QUOTE] It depends, mostly everything adds some load, but I would suggest you just experiment. Depending on how they are implemented, shadows and foliage can be CPU heavy, so can particles. It's really hard to tell without input from the devs. Also, I can't overstate how much of a difference ultra textures and high GQ makes. Even with low everything else the game looks really good.
[QUOTE=Gmod_Fan77;42898292]There needs to be a revive cap and a longer Sunderer delay. I know the battles are meant to feel massive, but it feels like the only possible way to win is through numbers. You can kill 40 enemies and lose one guy, but if they have three Sunderers that can churn out several hundred soldiers like clown cars endlessly, you're SOL. And reviving is annoying too. I don't care how far in the future we are; if you get your head blown off by a shotgun 7 times in a row, there comes a time when no amount of medical science can bring you back.[/QUOTE] the best answer for this is kill the medics. they cant revive team mates when they are dead.
[QUOTE=dracotonisamond;42898331]the best answer for this is kill the medics. they cant revive team mates when they are dead.[/QUOTE] In a 48+ vs. 48+ firefight, it's not easy to single out medics and immediately kill them when a bunch of shit is flying all around you.
[QUOTE=Gmod_Fan77;42898292]There needs to be a revive cap and a longer Sunderer delay. I know the battles are meant to feel massive, but it feels like the only possible way to win is through numbers. You can kill 40 enemies and lose one guy, but if they have three Sunderers that can churn out several hundred soldiers like clown cars endlessly, you're SOL. And reviving is annoying too. I don't care how far in the future we are; if you get your head blown off by a shotgun 7 times in a row, there comes a time when no amount of medical science can bring you back.[/QUOTE] Revive cap, maybe, sunderer delay, no. You really can't defend sunderers, if some squad wants it dead, it's dead. Drop pod tank mines, light assaults c4 rushing, what ever, if they know what they're doing it's going to die.
[QUOTE=mooman1080;42898467]Revive cap, maybe, sunderer delay, no. You really can't defend sunderers, if some squad wants it dead, it's dead. Drop pod tank mines, light assaults c4 rushing, what ever, if they know what they're doing it's going to die.[/QUOTE] It never really made sense to me that the spawn timer for a mobile spawn is quicker than a hard spawn room. Maybe have the sunderer spawn timer get progressively longer the closer it is to another deployed sunderer or hard spawn room. That way when there's a whole bunch of sunderers parked right on the edge of each other's zone, you have more choices, but have to wait a bit longer. When those sunderers start getting destroyed, you can deploy on the remaining ones a little bit quicker to defend them.
[img]http://puu.sh/5lGuJ/246faeca73.png[/img]
[QUOTE=Gmod_Fan77;42898292]There needs to be a revive cap and a longer Sunderer delay. I know the battles are meant to feel massive, but it feels like the only possible way to win is through numbers. You can kill 40 enemies and lose one guy, but if they have three Sunderers that can churn out several hundred soldiers like clown cars endlessly, you're SOL. And reviving is annoying too. I don't care how far in the future we are; if you get your head blown off by a shotgun 7 times in a row, there comes a time when no amount of medical science can bring you back.[/QUOTE] I wonder if they could set it up like BF3 did? Battlefield 3 limited revives depending on how you died; if you were shot to death you were usually reviveable. If you were blown up, hit by autocannon shells or right on top of a grenade, usually you'd be dead and non-reviveable. Not sure if there was ever a revive limit in BF3 though.
[QUOTE=Jimesu_Evil;42898539]It never really made sense to me that the spawn timer for a mobile spawn is quicker than a hard spawn room. Maybe have the sunderer spawn timer get progressively longer the closer it is to another deployed sunderer or hard spawn room. That way when there's a whole bunch of sunderers parked right on the edge of each other's zone, you have more choices, but have to wait a bit longer. When those sunderers start getting destroyed, you can deploy on the remaining ones a little bit quicker to defend them.[/QUOTE] Unless I'm mistaken the optimization patch actually made all respawn timers the same.
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