Planetside 2 V6 - VS capped Indar? It's more likely than you think
9,264 replies, posted
[QUOTE=Jimesu_Evil;43109294]That's my point. They weren't shit, they were powerful (as tanks should be) but the problem was that literally [i]anyone[/i] could pull one and so everyone did, all the time. But instead of limiting their use by making them require 2 players to operate, they just outright nerfed them as well as adding a bunch of new weapons to kill them with. Now they're barely worth pulling at all.[/QUOTE]
While I wholly agree, I think this was a preventable problem SOE failed to consider with their monetization strategy. Considering how underwhelming the Basilisk performed until relatively-recent rebalancing, the fact that most players saw tanks as one gun for the driver and a spot for a rider to help a bit is unsurprising. The vast majority of players were never going to take gunning tanks seriously when the only free option was a spitball cannon, in the same way most players don't use MAXes because the stock weapons are atrocious.
Neat, just shot down an almost-fully loaded Galaxy with a Grounder.
Bitches be mad.
[QUOTE=samuel2213;43111199]Neat, just shot down an almost-fully loaded Galaxy with a Grounder.
Bitches be mad.[/QUOTE]
I'd make a grounded pun but...
[QUOTE=samuel2213;43111199]Neat, just shot down an almost-fully loaded Galaxy with a Grounder.
Bitches be mad.[/QUOTE]
i dont understand why people dont jump out of galaxies that are obviously doomed.
or any vehicle for that matter.
If bailing from the gal means I'm just going to end up in the middle of nowhere, I'd rather just take the death and respawn.
[QUOTE=dracotonisamond;43112468]i dont understand why people dont jump out of galaxies that are obviously doomed.
or any vehicle for that matter.[/QUOTE]
Probably because they were right above our zerg, and the second they land they would have been slaughtered.
[QUOTE=munky91;43109378]That's the best part.[/QUOTE]
Starts getting tiring after 10 minutes.
Friend just started playing and it turns out liberators are the shit when you have a decent gunner you can communicate with :v: Anyone who says the shredder isn't good is dumb, it annihilates everything from infantry to tanks to air, it's great. I had 700ish certs sitting around that I decided to dump in to it considering we were just dicking on everything.
Just had the best experience as a heavy
This idiot mosquito was flying around like a chicken without its head, so I identified it and shot it a couple of times, you know, not expecting to do much damage. I turned away and half a second later I got that 500 cert kill.
Sweet,
[QUOTE=evilweazel;43113932]Friend just started playing and it turns out liberators are the shit when you have a decent gunner you can communicate with :v: Anyone who says the shredder isn't good is dumb, it annihilates everything from infantry to tanks to air, it's great. I had 700ish certs sitting around that I decided to dump in to it considering we were just dicking on everything.[/QUOTE]
Shredder is mad in good hands, useless in bad hands
More or less :v: I just openup with ~half a tank buster clip to the ass end of a vanguard and then just made a quick pass over it and that is enough for him to finish it with the shredder. It's not hard at all to nail infantry with either, and it just mops up planes even without support from the rear AA gun.
[QUOTE=evilweazel;43116185]More or less :v: I just openup with ~half a tank buster clip to the ass end of a vanguard and then just made a quick pass over it and that is enough for him to finish it with the shredder. It's not hard at all to nail infantry with either, and it just mops up planes even without support from the rear AA gun.[/QUOTE]
I've been In several dogfights with shredder libs and usually I get the upprer hand and it looks like I could win.
THen the lib rolls over...
[QUOTE=Xenocidebot;43110092]While I wholly agree, I think this was a preventable problem SOE failed to consider with their monetization strategy. Considering how underwhelming the Basilisk performed until relatively-recent rebalancing, the fact that most players saw tanks as one gun for the driver and a spot for a rider to help a bit is unsurprising. The vast majority of players were never going to take gunning tanks seriously when the only free option was a spitball cannon, in the same way most players don't use MAXes because the stock weapons are atrocious.[/QUOTE]
I find that the problem with relying on a gunner is that you aren't able to easily communicate with them on the fly unless you have a mike. I wish that when I hit the 'spot enemy' key while driving my harasser I would call out a clock position or something like, "Gunner, front/left/rear right!" to the gunner. That would be a good start. Then they should make a Heavy battle tank for each faction that follows the idea of a separate Driver and gunner. They'd survive far more ordinance, have moderately more powerful weapons. It might be an easy solution I think.
I just don't take on any gunners or gun for anyone who isn't in my outfit or isn't talking over prox. Vehicles that aren't coordinated are just cert pinatas. There's always going to be a class of clueless player that is mute and useless, but I don't think they matter much outside of facilitating 20 dude knife killstreaks.
[QUOTE=Zombie_2371;43113969]Just had the best experience as a heavy
This idiot mosquito was flying around like a chicken without its head, so I identified it and shot it a couple of times, you know, not expecting to do much damage. I turned away and half a second later I got that 500 cert kill.
Sweet,[/QUOTE]
500 certs for a kill?
What the flying fuck
[QUOTE=ionuttzu;43116607]500 certs for a kill?
What the flying fuck[/QUOTE]
Maybe auraxium medal on something while having some bonuses on.
Probably just a typo though, I think he means 500 xp.
[QUOTE=ionuttzu;43116607]500 certs for a kill?
What the flying fuck[/QUOTE]
500xp
Wait, do bonuses count towards medals? I know that ribbon bonuses are multiplied by the bonuses, but letting people get an extra 250-500 certs from aurax medals seems a bit ridiculous
Nah I don't think they do. Medals don't award straight XP afaik, instead they give you X certs.
[QUOTE=jiggu;43117429]Nah I don't think they do. Medals don't award straight XP afaik, instead they give you X certs.[/QUOTE]
This is correct. I have the +50%XP bonus and I still get the 1/10/20/200 cert rewards for each medal.
I need to start racking up some auraxium medals, but I can't keep to one loadout long enough to bother
I just don't care about it enough to get the vets
Certs.
[QUOTE=Dark Kite;43116269]I find that the problem with relying on a gunner is that you aren't able to easily communicate with them on the fly unless you have a mike. I wish that when I hit the 'spot enemy' key while driving my harasser I would call out a clock position or something like, "Gunner, front/left/rear right!" to the gunner. That would be a good start. Then they should make a Heavy battle tank for each faction that follows the idea of a separate Driver and gunner. They'd survive far more ordinance, have moderately more powerful weapons. It might be an easy solution I think.[/QUOTE]
Whats kind of Ironic is that that giving tanks the "Driver is gunner" trait was one of the complaints raised against BFR's in Planetside 1.
As well as certain other things such as being better than a tank... creating a "No-fly" zone all of their own and just Generally being the winner against whatever anti-thingy weapons they had... Oh and you could get a jetpack equipped version so you could jump over walls.
As much as I like Giant stompy shooty Mechs... it was hard to love BFR's
Anywho back to driver/gunner tanks... Perhaps it should just be a certable thing for tanks.
[QUOTE=thisguy123;43122352]Anywho back to driver/gunner tanks... Perhaps it should just be a certable thing for tanks.[/QUOTE]
They've talked about doing that but the reason they gave for not doing it was something like they'd have to rework a lot of the code to make it that way, and even if they did that they wouldn't be able to make it interchangeable. So once they'd make MBTs driver/gunner you wouldn't be able to switch back. I'm okay with that, but for whatever reason they're adamant that a single player should be able to operate MBTs.
In about 250 more certs worth of logging in (so, many days), I'll have a cool decked out Vanguard to play with.
Shield, regen, halberd, and HEAT are my plan. Then I think I'll put everything into reload speed.
I can't wait for the rage if the anchor nerf goes through
[QUOTE=thisguy123;43122352]Whats kind of Ironic is that that giving tanks the "Driver is gunner" trait was one of the complaints raised against BFR's in Planetside 1.
As well as certain other things such as being better than a tank... creating a "No-fly" zone all of their own and just Generally being the winner against whatever anti-thingy weapons they had... Oh and you could get a jetpack equipped version so you could jump over walls.
As much as I like Giant stompy shooty Mechs... it was hard to love BFR's
Anywho back to driver/gunner tanks... Perhaps it should just be a certable thing for tanks.[/QUOTE]
Good thing I didn't want to suggest a repeat of the BFR. I'm thinking a bigger nastier version of our existing MBTs with a separate gunner and driver seat. Maybe there'd be a third seat for a secondary weapon, but I don't think they should be like the BFRs which can tackle any threat. There should be clear weaknesses to Heavy battle tanks. Perhaps it's very difficult for the gunner to hit close targets because the gun can only depress so far down and is elevated so greatly.
Mostly I just want that added ability to communicate with my gunner without having to buy a microphone though.
I think the game would be better off with more light vehicles than heavy vehicles, and especially with a light assault vehicle fit for solo operators. I'm making do with the Flash, but it's really not cutting it!
[editline]9th December 2013[/editline]
One vehicle I'd like to see translated to PS2 is Planetside's Switchblade. Make it an NS vehicle instead of alien tech, and allow it to equip the secondary vehicle weapons (or maybe just have its own set of primaries), but keep its general concept pretty much the same: a small and speedy vehicle that can lock down into a stationary turret. Instead of locking down giving it more offensive power, have it give a large bonus to its defensive capabilities to cement its role as a point defense vehicle.
[QUOTE=Big Dumb American;43125146]I think the game would be better off with more light vehicles than heavy vehicles, and especially with a light assault vehicle fit for solo operators. I'm making do with the Flash, but it's really not cutting it![/QUOTE]
I want a walker vehicle but I can't think of a good position it would be in. If it was highly mobile, had good firepower depending on loadout and weak against rockets and C4 then it would roll over MAX, if you make it heavier it rivals the lightning. There's also the question in what areas you want it to be effective in, out in the field and it will be tank meat, if in CQC it will rival MAX again.
Always thought jump seats on the side of the lightning would be cool. Maybe followed up by a cert path that boxes in those seats and raises the lightning turret so you could turn it in to a kind of Bradley type IFV, would be really cool for small squads, and kind of seems more like the thing that SOE would do considering they seem to think adding any new vehicles is a cardinal sin.
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