• Planetside 2 V6 - VS capped Indar? It's more likely than you think
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[QUOTE=Saber15;43219896]Anchored mode is only good at long range where you are unlikely to be C4'd to death because you're pinned in place. Which brings us to the Vulcan range nerf. Lockdown on MAX requires an army of engineers to repair you when you inevitably eat a Decimator ten seconds after locking down. Striker is worthless against MAXes and turrets, plus everyone and their mother has flares. [editline]17th December 2013[/editline] And the Striker can no longer chase vehicles around cover. [editline]17th December 2013[/editline] Let's not forget that the Striker also has a painfully slow ADS movement speed, so you're basically rooted in place while you have to stare the enemy to death while the rockets are in the air, because god forbid you let off the lock for a split second, lest the missiles go spazzing out into the distance.[/QUOTE] Yes? Lockdown gives you a massive offensive boost at a trade-off of a massive defensive vulnerability. It is only going to be situationally effective, best suited for defending chokepoints, with your friends at your back. Aegis gives you a large defensive boost at a cost of having no offensive power. Abilities are not going to be good in all situations (ZOE was, that's why it got nerfed). Anchored mode is only good at long range. So? What's your point? It is GREAT at long range, even with a reduction in the round velocity. If you're going to be fighting at closer ranges, equip a different utility. Which brings us to the Vulcan range nerf: don't use the Vulcan at long ranges. Save it for close-mid work. Equip a basilisk, kobalt, or halberd if you want to reach out. The Striker may be useless against MAXes and turrets, but it still has the highest damage launcher in the game, and is the only ES launcher capable of locking onto air. Yes, you have to expose yourself to use it (that's the trade-off of having such a high damage launcher). And do you REALLY think it's fair for it to completely negate cover? The new Striker is in a good place, balance-wise.
Complaining about having the ability to move while using the Striker is hilarious as someone whose used the Phoenix.
[QUOTE=dracotonisamond;43217230]welp, looks like they nerfed all the guns that fit my playstyle, and they nerfed the flash fury [I]again...[/I] it wasnt like NC LMGs were outperfoming in the CQC category but what do i know... time for SMG's to shine.[/QUOTE] -If you can't hit people with a reflex or iron sight at point blank you are bad at the game. "Bad at hipfire" does not mean "bad at CQC" it means "bad on the move." -All LMGs having hipfire nerfs means the NC ones are no longer distinctly disadvantaged in that role.
I didn't notice any different hipfire on the MSW-R (TR CQC LMG). I am thinking Striker is not very useful, with the annihilator getting the damage increase. And if they're going to make tank AV weapons crappier against infantry, I'd love an AI option that isn't crap. I chose AP rounds because they're easier to kill infantry with. I also chose the Halberd because it's easier to kill infantry with. I [I]would[/I] use the kobalt and HE if they actually killed fucking infantry, but they're lackluster.
[QUOTE=Big Dumb American;43220003] Which brings us to the Vulcan range nerf: don't use the Vulcan at long ranges. Save it for close-mid work. Equip a basilisk, kobalt, or halberd if you want to reach out. [/QUOTE] The Vulcan doesn't mesh at all with the Prowler's strong points - range. It's a close range weapon on an empire specializing in long range firepower. The range nerf makes it even more out-of-place. The DPS needed to be nerfed, not its range. [quote]Anchored mode is only good at long range. So? What's your point? It is GREAT at long range, even with a reduction in the round velocity. If you're going to be fighting at closer ranges, equip a different utility. [/quote] It's much more situational than the other tank abilities. Magriders get a turbobooster to let them climb cliffs or escape danger, while NC can become effectively invincible for several seconds allowing them to 1v1 any tank or escape danger. Anchored mode would be a much more "general" ability if it didn't have the stupid requirements for deploying and packing up. You have to be [I]completely[/I] stationary, and it takes several seconds to both anchor and to pack up. And like with Lockdown, there's a deadly delay between deploying and packing up. It'd be nice to get a rapid variant of Anchored which has less of a firing speed/projectile speed buff but deploys/packs up much more rapidly. It would also fit in more with the TR's speed design ethos. [editline]18th December 2013[/editline] [QUOTE=Swilly;43220195]Complaining about having the ability to move while using the Striker is hilarious as someone whose used the Phoenix.[/QUOTE] You don't have to stare your enemies to death when using the Phoenix. You can hide behind cover and still hit enemies.
Replace anchor mode with "Button B mode" which uses the spiked wheels we have now to allow spider tanks.
Or hell, just give the Prowler the Overdrive ability the TR MAX had in PS1. It was like Lockdown-lite. You were still mobile and got a bonus to firing rate, but it was only half of what Lockdown gave. It was also on a timer. (why the hell did VS MAXes in PS2 get a PS1 TR MAX ability)
It was always strange to me how a faction built around being fast got stuck with the abilities that lock down their tanks/MAXs into one spot. Not that I'm complaining, they're both fun and my personal favorites out of the abilities for all, but still.
So the NS freeze gun, how the heck are you supposed to kill people with it? It takes three body shots, the projectile is slow and you reload after each shot. Or are you supposed to kill snowmen with it? Also do you seriously need to buy it for 1k certs/700sc?
[QUOTE=munky91;43220736]I didn't notice any different hipfire on the MSW-R (TR CQC LMG).[/QUOTE] It went up by 0.75 when moving. That's pretty noticeable, or should be if you spent any time with it before. [editline]18th December 2013[/editline] [QUOTE=jiggu;43220991]So the NS freeze gun, how the heck are you supposed to kill people with it? It takes three body shots, the projectile is slow and you reload after each shot. Or are you supposed to kill snowmen with it? Also do you seriously need to buy it for 1k certs/700sc?[/QUOTE] Same way you killed people with the flare gun, if you did. Dump SMG/shotgun into face, finish with snowball.
Big surprise! The mana AV turret can still fire outside render distance.
[QUOTE=Saber15;43220758]The Vulcan doesn't mesh at all with the Prowler's strong points - range. It's a close range weapon on an empire specializing in long range firepower. The range nerf makes it even more out-of-place. The DPS needed to be nerfed, not its range. It's much more situational than the other tank abilities. Magriders get a turbobooster to let them climb cliffs or escape danger, while NC can become effectively invincible for several seconds allowing them to 1v1 any tank or escape danger. Anchored mode would be a much more "general" ability if it didn't have the stupid requirements for deploying and packing up. You have to be [I]completely[/I] stationary, and it takes several seconds to both anchor and to pack up. And like with Lockdown, there's a deadly delay between deploying and packing up. It'd be nice to get a rapid variant of Anchored which has less of a firing speed/projectile speed buff but deploys/packs up much more rapidly. It would also fit in more with the TR's speed design ethos. [editline]18th December 2013[/editline] You don't have to stare your enemies to death when using the Phoenix. You can hide behind cover and still hit enemies.[/QUOTE] So what? Neither to the NC's. We got a flippin' [I]shotgun[/I] on our tank, and you want to complain to [I]us[/I] about a niche secondary weapon? The other tank utilities are all very situational as well, though. That shield has quite a hefty reload time, and burning it at the wrong point wastes the entire cooldown, leaving you defenseless. The Magrider's is the most versatile, probably, but not especially "useful" in the sense that it gives it any major offensive or defensive edge-- but that's kinda the VS's philosophy (utility over power). And yes, you can fire the Phoenix from cover. It also has a very short range, a very slow projectile velocity, can be shot out of the sky, and does the worst damage of the ES launchers. [editline]18th December 2013[/editline] Have the holiday sales started yet? If so, what's on sale today? I can't check until I get home from work, and I'm dyin' to know.
ahh, the good old "my faction is underpowered, the others are overpowered" argument
Who's making that argument? The TR aren't overpowered, they're fine. Ditto VS, now. The patch even gave the NC some long-awaited buffs, so they're looking more-or-less fine, too. The only thing they're hurting for now is a better secondary AI weapon for their vehicles and a redesign of their MAX weapons, because shotguns in Planetside 2 are critically flawed. The Flash needs a MAJOR rework, too, but that's not exclusive to any one faction. For everything else, we'll have to wait and see how things pan out over the next few weeks, to get a feel for the balance patch.
[QUOTE=Saber15;43220758]The Vulcan doesn't mesh at all with the Prowler's strong points - range. It's a close range weapon on an empire specializing in long range firepower. The range nerf makes it even more out-of-place. The DPS needed to be nerfed, not its range. It's much more situational than the other tank abilities. Magriders get a turbobooster to let them climb cliffs or escape danger, while NC can become effectively invincible for several seconds allowing them to 1v1 any tank or escape danger. Anchored mode would be a much more "general" ability if it didn't have the stupid requirements for deploying and packing up. You have to be [I]completely[/I] stationary, and it takes several seconds to both anchor and to pack up. And like with Lockdown, there's a deadly delay between deploying and packing up. It'd be nice to get a rapid variant of Anchored which has less of a firing speed/projectile speed buff but deploys/packs up much more rapidly. It would also fit in more with the TR's speed design ethos. [editline]18th December 2013[/editline] You don't have to stare your enemies to death when using the Phoenix. You can hide behind cover and still hit enemies.[/QUOTE] I think your confused, because the faction that does long range is the Vanu. NC do close up, the Vulcun fits snuggly in what EXACTLY its faction traits are.
[QUOTE=Swilly;43224362]I think your confused, because the faction that does long range is the Vanu. NC do close up, the Vulcun fits snuggly in what EXACTLY its faction traits are.[/QUOTE] TR have the most accurate/powerful MAX AV weapons, the most accurate rifle and carbine, the highest velocity tank cannon paired with an ability that makes it faster (which is only useful at long range due to aforementioned rooted-in-place nature), the longest ranged ES rocket launcher, and the most accurate special weapon - the MCG (it's 100% accurate on the first shoot and still accurate several shots later). The Vulcan as-is just doesn't fit. As I said before, they should have nerfed its [I]DPS[/I] to bring it to the same level of other weapons, not its range. Now TR have a wildly inaccurate gun with pathetic range, while both NC and VS have a nearly pin-point accurate rocket launcher/laser cannon.
[QUOTE=Saber15;43224446]TR have the most accurate/powerful MAX AV weapons, the most accurate rifle and carbine, the highest velocity tank cannon paired with an ability that makes it faster (which is only useful at long range), the longest ranged ES rocket launcher, and the most accurate special weapon, the MCG (it's 100% accurate on the first shoot and still accurate several shots later). The Vulcan as-is just doesn't fit. As I said before, they should have nerfed its [I]DPS[/I] to bring it to the same level of other weapons, not its range. Now TR have a wildly inaccurate gun with pathetic range, while both NC and VS have a nearly pin-point accurate rocket launcher/laser cannon.[/QUOTE] You're basically confirming why I think the TR are broken, not stat wise but ascetically they don't match up with their philosophy Neither do the NC, who are supposed to be close quarters specialists but we have a [I]tank destroyer[/I] as our MBT. But to be honest, I'm not really sorry as I've been on the recieving end of that weapon that would chew my vanguard apart as I backed up facing my front.
[QUOTE=Swilly;43224469]You're basically confirming why I think the TR are broken, not stat wise but ascetically they don't match up with their philosophy Neither do the NC, who are supposed to be close quarters specialists but we have a [I]tank destroyer[/I] as our MBT. But to be honest, I'm not really sorry as I've been on the recieving end of that weapon that would chew my vanguard apart as I backed up facing my front.[/QUOTE] TR weapons are more accurate overall than VS weapons, AFAIK. VS would wreck the game if they had both hitscan [I]and[/I] very accurate weapons.
We're basically just going in circles here.
Pretty much. None of the factions show their traits as strengths, and actually show them as negatives at this point. The NC are close quarters to a fault, the VS are long range to a fault. The TR are mid range to a fault.
the NC aren't really a close quarters faction though TR has the most promise in close quarters because they have the fastest firing (but least damaging) weapons, and the fastest but least armoured vehicles generally - the Prowler is an exception, as it was originally the slowest of all faction MBTs but it isn't in PS2. It's now the fastest of the three tanks, and has dual cannons. NC focuses on hard hitting stuff over firing speed, and vehicles follow suite - the Vanguard has the strongest armour, but the slowest firing cannon which packs massive punch. NC special weapons typically favour high damage and slow firing speed, as is their idea, over the ability to spit bullets out. VS focuses on advanced weapons and agility. Their weapons do medium damage at medium rof and don't have to worry so much about things bullet drop. The Magrider is mid-tier in it's armour and weapons, but is the most agile. The Scythe is the same - it isn't as fast as the Mosquito, but it's far more agile and not as paper-thin.
Literally every server but Connery is back up. What the fuck SOE?
[QUOTE=Dark Kite;43224881]Literally every server but Connery is back up. What the fuck SOE?[/QUOTE] Miller is also down.
[QUOTE=Saber15;43224596]TR weapons are more accurate overall than VS weapons, AFAIK. VS would wreck the game if they had both hitscan [I]and[/I] very accurate weapons.[/QUOTE] Got a little curious and decided to do some Idiot Math real quick. Here are the averaged stats of each faction's LMG's: NC Rate of Fire: 584 rpm Muzzle Velocity: 594 m/s Damage: 168 before 10m --- 144 After 75m Damage per second (max/min): 1635.2 / 1401.6 VS Rate of Fire: 650 rpm Muzzle Velocity: 621 m/s Damage: 151 before 10m --- 131 after 70m Damage per Second (max/min): 1635.8 / 1419.16 TR Rate of Fire: 679 rpm Muzzle Velocity: 605 m/s Damage: 147 before 10m --- 128 after 66m Damage per Second (max/min): 1663.5/1448.5 It's nothing to draw any major conclusions from, really, but it does show this: On average, the TR have the best fire rate and DPS. The VS have the highest muzzle velocities and second tier fire rates, with average DPS. The NC have the worst fire rates, muzzle velocity, and DPS (by a slim margin), but the highest damage per shot and the best damage retention at range. I'd be interested to see the results for accuracy and recoil characteristics, but I'm feelin' way too lazy to look those up. I'd hypothesis, however, that they would show results like this: NC: Best base ADS accuracy, recoil and bloom build quickly. Best in class at long-range ADS burst fire. Worst at sustained fire , worst at hipfire, and worst at firing while moving. VS: Average base ADS accuracy, recoil and bloom build slowly. Average hipfire accuracy and moving accuracy. Master at no range, decent at all ranges. TR: Lowest base ADS accuracy, recoil and bloom build at average rate. Worst in class at long-range ADS burst fire. Best in class as short-mid range sustained fire. Best in class at hip-fire. Best in class at firing while moving. SO TO SUMMARIZE THIS BIG STUPID POST: NC best at long range (weakest in short range), TR best at short range (weakest at long range), VS good at all ranges (great at none).
But all servers are down?
[QUOTE=Swilly;43224711]Pretty much. None of the factions show their traits as strengths, and actually show them as negatives at this point. The NC are close quarters to a fault, the VS are long range to a fault. The TR are mid range to a fault.[/QUOTE] You got it backwards, dude. NC are long range to a fault (excepting special weapons, like MAXes and the Jackhammer), TR are short-range to a fault (excepting special weapons and abilities, like anchored mode and the Striker), and the VS are good in all scenarios, but not especially great in any.
[QUOTE=Big Dumb American;43225206]You got it backwards, dude. NC are long range to a fault (excepting special weapons, like MAXes and the Jackhammer), TR are short-range to a fault (excepting special weapons and abilities, like anchored mode and the Striker), and the VS are good in all scenarios, but not especially great in any.[/QUOTE] I have it backwards because the factions themselves aren't showing their own faction traits.
[QUOTE=Swilly;43225290]I have it backwards because the factions themselves aren't showing their own faction traits.[/QUOTE] I literally just proved that they were at the top of the page. :| Yes, each faction has weapons and abilities that allow it to show a strong presence in ranges other than their general wheelhouses, but that's because it's necessary for balance purposes that no one faction be able to completely dominate any particular area. That's where certain vehicle and MAX abilities and weapons come in. If you want to know the true faction trait, look to the general infantry weapon performance values. NC have the edge at range. TR have the edge in CQC. VS make up the middleground, both outperforming TR at range, and NC in close-quarters.
[QUOTE=Big Dumb American;43225435]I literally just proved that they were at the top of the page. :|[/QUOTE] I think he may be confused because he has different expectations of the faction traits than you do. I have no experience with planetside 1, but in 2 the NC seems to have a huge shotgun emphasis and such. So perhaps it's a matter of not being able to agree on what the faction traits ought to be?
[QUOTE=The golden;43225512]Some minor statistical differences hardly makes for unique faction traits.[/QUOTE] Those "minor statistical differences" are pretty huge in practice. [editline]18th December 2013[/editline] I mean, you're arguing something that is statistically, verifiably untrue. It's not even a matter of opinion. The NC's general weaponry performs best at range. The TR's general weaponry performs best in CQC. The VS's make up the middle ground.
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