• Planetside 2 V6 - VS capped Indar? It's more likely than you think
    9,264 replies, posted
sometimes people forget the flash has a passenger seat. my favorite is to have someone toss a few bricks on it and use it as a guided bomb. i drive close, they blow everything around me up.
I need to find a new outfit on connery, 85 nc lfg.
[QUOTE=The golden;43273449]3) Who the hell buys an ESF to throw it away in a C4 attempt? I've never heard of or seen this.[/QUOTE] I ran into seven C4 ejectors in one fight yesterday. One guy tried a repeat performance with a Galaxy. It happens all the fucking time on some servers. Hell, I did it last week because my outfit was doing an ESF run and I hate flying- oops, fighter blew up, time to blow up a Sunderer and get 8 free infantry kills. [QUOTE=Dark Kite;43273622]3) Do I look like I'm made out of resource points?[/QUOTE] Do you play in a good outfit? If the answer is yes, somebody always has a disposable _____ you can use.
So my striker lock on distance is terrible now. I've gone back to dumb fire. Works just as good as long as I can get the ark right.
[QUOTE=The golden;43273449]1) Inf's are required to use wraith cloak, and they cannot use C4. 2) Pods have been nerfed so hard you cannot even steer them anymore. I believe they are also plans to make them drop outside of the base in the future too. 3) Who the hell buys an ESF to throw it away in a C4 attempt? I've never heard of or seen this. 4) Your fault for driving near buildings. Also buy prox radar and hit ] to zoom your map in. 5) See #3[/QUOTE] 1.Put down c4 then switch to infil. It stays there, and will immediately detonate if the attached vehicle explodes, which for a flash is so much as ramming a wall. 2.Squad beacon. 3.It's like the only useful use of a ESF nowa days you should try it. 4.Not every tank can never ever go near buildings ever or use prox radar. Not to mention in a game the scale of planetside there is A LOT of infantry on the ground, and like or not no matter how careful you are it's going to happen. I seriously don't get why people don't have a problem with c4, it's such a play maker it's not even funny. You need to kill a max? c4. Clear a room? c4. Tanks, c4. Sundies, c4. anything that isn't an aircraft? c4. It doesn't make sense, if infantry are supposed to be disposable units that only matter in number, then why do they have the magical power of c4 to make such huge impacts?
[QUOTE=mooman1080;43277204]It doesn't make sense, if infantry are supposed to be disposable units that only matter in number, then why do they have the magical power of c4 to make such huge impacts?[/QUOTE] Because infantry aren't disposable. Vehicles are disposable. [QUOTE=Official class descriptions]factory-built tanks and vehicles were [B]replaced by relatively disposable nano-fabricated versions[/B][/QUOTE] If you want to go play a vehicular autism simulator play World of Tanks.
[QUOTE=mooman1080;43277204]1.Put down c4 then switch to infil. It stays there, and will immediately detonate if the attached vehicle explodes, which for a flash is so much as ramming a wall. 2.Squad beacon. 3.It's like the only useful use of a ESF nowa days you should try it. 4.Not every tank can never ever go near buildings ever or use prox radar. Not to mention in a game the scale of planetside there is A LOT of infantry on the ground, and like or not no matter how careful you are it's going to happen. I seriously don't get why people don't have a problem with c4, it's such a play maker it's not even funny. You need to kill a max? c4. Clear a room? c4. Tanks, c4. Sundies, c4. anything that isn't an aircraft? c4. It doesn't make sense, if infantry are supposed to be disposable units that only matter in number, then why do they have the magical power of c4 to make such huge impacts?[/QUOTE] yes there are a lot of infantry on the ground, but on both sides. infantry should be supporting their armor just as their armor is supporting them: eliminating the targets the other can't. all your ideas of situations where c4 is "such a play maker" require a distinct level of pre-planning, stealth, and/or finesse that deserves to be rewarded believe me, this game would be no fun if infantry were the bitch of everything bigger than them [editline]22nd December 2013[/editline] and besides, light assault would be a completely useless class without c4 in its current state.
[QUOTE=Xenocidebot;43277444]Because infantry aren't disposable. Vehicles are disposable. [/QUOTE] Infantry don't have twenty minute long respawn times. Also: I can buy One (1) Prowler with my available resource reserves. I can buy seven C4s with my resource reserves, enough to instagib 3 tanks and a non-flak armor MAX.
As both a tanker and an infantryman, I think the ability for infantry to instagib a tank with no warning is bullshit. I can ruin a Vanguard's day because I bailed out of my 100 resource Flash and stuck two C4 on their tank, killing them in under five seconds. If the field of view was higher, [I]vehicles were cheaper/could be bought more frequently[/I], or if proximity radar was more reliable, instagibbing tanks would be less bullshit.
[QUOTE=Xenocidebot;43277444]Because infantry aren't disposable. Vehicles are disposable. If you want to go play a vehicular autism simulator play World of Tanks.[/QUOTE] Really? I'm not even a tanker, but thanks for the advice. And like hell they aren't disposable, you can re spawn or be revived in seconds, I thought that was the idea, death is insignificant and shouldn't bother you because you can get right back into the fight.
[QUOTE=The golden;43277720]It requires 2 bricks of C4 to kill an MBT. That's 700 certs to purchase (per class, mind you) and 100 Infantry Resources each to add to your supply. C4 is nowhere near cheap either.[/QUOTE] But you can just constantly add more C4. I sometimes idle on Esamir (due to its crazy resource rates) and just max out my C4. I bought 40 something C4 last week and only ran out during the double XP event. There also really isn't a situation where you [I]wouldn't[/I] want C4. It's just something you always have on you. Hell, the only time I've ever wanted something [I]other than[/I] C4 is in the rare infantry fight where there's no MAXes. Tanks are invalidated in 90% of the bases on Esamir and many bases on Indar, and depending on your tank's loadout you just get fucked over by half the assets in the game (and you can't change a tank's loadout when it's spawned). You also can't really hide it, except for in the shielded biolab/AMP station vehicle bays.
Was just fighting against a NC liberator in Amerish on my own liberator, and at first i thought i had him, but then i noticed he was flying nose up and backing up in the process. I try to do the same thing as him since he keeps flying away from me, but seconds later i'm greeted by two Dalton shells to my face as he continues to maneuver around, allowing his dalton gunner to shoot at every aircraft behind the liberator. Seriously, i thought i was a good pilot, but i'm not even half as good as that guy. I don't even know how you would go across doing that while still knowing in which direction you're flying in.
I really don't think C4 is nearly as bad as some of you are saying it is While yes it does seem a bit BS that an infantry can instagib an armored unit in the game, that's basically the only thing they can do - snipe one "high value" target before they need to RTB Your killing power in a tank FAR surpasses the killing power of even a very skilled light assault user with C4. HA's with their rocket have more killing power as well especially since it can be reloaded at ammo caches, its just less instant. Its a very high risk, high reward route that upon its success prevents you from doing that action again until you die (and minus 200 infantry points). The big issue is that the current map and base design means spawn camps in bases really close to spawns means that if you bring tanks close to a spawn point you will get raped with C4 if there is a lot of action there. I think this is more of a game mode design issue than an issue with C4 itself. Perhaps things will dramatically change with C4 once the new resource system goes in place. Because people using C4 constantly will REALLY drain a base of resources fast, until it'll be impossible for people to use C4 anymore in the base. I still think though they need to scrap the whole capture point system and instead do attack/defend style like Rush in BF or Dustbowl in TF2. This would solve so much of the game flow issues and help against balance issues like spawn camping or C4 spamming, that it makes me sad we are still stuck with a very inferior capture system.
Wish that when you capped a base there was some way to shut down the spawn rooms or something like it. It's never any fun for either side to just be dumping rounds into a completely shielded base until a timer winds down. I mean I can't think of a workable alternative to it, but if SOE pulled one out of their ass I would be pretty grateful.
[QUOTE=evilweazel;43280678]Wish that when you capped a base there was some way to shut down the spawn rooms or something like it. It's never any fun for either side to just be dumping rounds into a completely shielded base until a timer winds down. I mean I can't think of a workable alternative to it, but if SOE pulled one out of their ass I would be pretty grateful.[/QUOTE] I have a work around to it: Don't respawn at that base? (If you're defending) Yeah, I'll agree that there could be a better way... But being trapped in the little shielded room isn't your only option, it's just the most obvious one.
[QUOTE=ZCaliber;43280838]I have a work around to it: Don't respawn at that base? (If you're defending) Yeah, I'll agree that there could be a better way... But being trapped in the little shielded room isn't your only option, it's just the most obvious one.[/QUOTE] The problem is too many people just stay in the spawn room hoping to get some more kills before the base falls, instead of falling back to the next base to set up a defense. Kill whores will be kill whores, the only way to fix it is bring back spawn generators to every base.
[QUOTE=Jimesu_Evil;43280918]The problem is too many people just stay in the spawn room hoping to get some more kills before the base falls, instead of falling back to the next base to set up a defense. Kill whores will be kill whores, the only way to fix it is bring back spawn generators to every base.[/QUOTE] It would be great if it were easier to spawn on the next base though. Shit, sometimes I've been at the base we're about to lose only to redeploy and discover I can't spawn at any of the bases 1 hex away. Spawn system is fucked for me, usually takes like 2-3 redeploys before I even get close to where I want to be.
[QUOTE=Jimesu_Evil;43280918]The problem is too many people just stay in the spawn room hoping to get some more kills before the base falls, instead of falling back to the next base to set up a defense. Kill whores will be kill whores, the only way to fix it is bring back spawn generators to every base.[/QUOTE] If so the spawn generators needs to be really hard to take down so you can only prevent enemy spawns if they have absolutely no chance of winning anyway
Yeah the gens would need to be pretty much right next to the spawn room instead of across the other side of the base like they were in beta, and only accessible at a certain cap percentage.
[QUOTE=Saber15;43277692]Infantry don't have twenty minute long respawn times. [/QUOTE] Yes, because infantry [I]cannot be destroyed[/I] and any given vehicle [I]can[/I]. Your tank is, in both gameplay and stated scifi horseshit, disposable nanite garbage. The power:risk tradeoff on a temporary powerup shouldn't seem that odd! In a game where the average user KDRs for several guns hovers around 1, weapons with an average user KDR of 7-15 probably shouldn't confer durability. [QUOTE=Saber15;43277752]As both a tanker and an infantryman, I think the ability for infantry to instagib a tank with no warning is bullshit.[/QUOTE] Don't play the "as a _____" card when player stats are public and you ain't the thing in question. You're an occassional HE flinger with no gunner experience. Ain't exactly hard to look at a stat aggregator and notice you spend more time with handguns out than you do lobbing shells. There's a reason people have no idea how idea how survivable tracked tanks are. Mattherson has 4823 Prowler gunners and 5689 Vanguard gunners for every 18866 Prowler and 12732 Vanguard drivers. Of course there are visibility and defense problems, the NC have half a gunner for every tank and the TR have a quarter of one. Put somebody in that chair-shaped void above your cert-spitter when you decide to use it, and you might just realize C4 fairies die before they plop exploding presents on your ass! [QUOTE=Jimesu_Evil;43280918]The problem is too many people just stay in the spawn room hoping to get some more kills before the base falls, instead of falling back to the next base to set up a defense. Kill whores will be kill whores, the only way to fix it is bring back spawn generators to every base.[/QUOTE] Or finally commit to removing the ability to fire through shields, and finish placing cover around spawn exits. Either works.
[QUOTE=Xenocidebot;43282071] Or finally commit to removing the ability to fire through shields[/QUOTE] Yes please. Genuinely vexes me watching people sit in spawning room just trading ammo.
[QUOTE=Xenocidebot;43282071]Or finally commit to removing the ability to fire through shields, and finish placing cover around spawn exits. Either works.[/QUOTE] Sadly I still don't think that would be enough to fix stupid.
[QUOTE=Xenocidebot;43282071] Don't play the "as a _____" card when player stats are public and you ain't the thing in question. You're an occassional HE flinger with no gunner experience. Ain't exactly hard to look at a stat aggregator and notice you spend more time with handguns out than you do lobbing shells. There's a reason people have no idea how idea how survivable tracked tanks are. Mattherson has 4823 Prowler gunners and 5689 Vanguard gunners for every 18866 Prowler and 12732 Vanguard drivers. Of course there are visibility and defense problems, the NC have half a gunner for every tank and the TR have a quarter of one. Put somebody in that chair-shaped void above your cert-spitter when you decide to use it, and you might just realize C4 fairies die before they plop exploding presents on your ass! [/QUOTE] Don't go assuming things. I've put well over half my gameplay time into vehicles, 20+ hours of which as a Anchored Prowler driver. I almost always have a gunner, most of time who is coordinated with me over Teamspeak. I'm heavily invested into my Prowler, and run almost exclusively AP nowadays. Spoiler alert: Gunners don't have a higher field of view, and they're generally focused on trying to kill the enemy tank trying to murder me. The players website tracks ALL the time you've spent as a class. It says I've spent 250+ hours as an Engineer, but 90% of that is driving or gunning vehicles. On an unrelated note, new TR MAX prototype: [t]http://i.imgur.com/SEJGrtf.jpg[/t]
The problem with making tanks stronger is that we can't balance them as individual units. If they were a rare thing, it would be fine to have them actually be [U]tanks[/U] instead of just "tanks." Thing is, tanks don't generally come stag. Having tanks be very strong becomes a problem when you've got a dozen or so in the area, spamming the area around your spawn with artillery. C4 is the only thing that can instantly take out a tank without giving it a chance to flee and repair, which is important. It comes at a trade-off of being an expensive resource, and generally only being effective against armor that's driven itself into a bad position. C4 is important for that. The only change I make make to C4 is a reduction of its blast radius, because it is rather annoying to have a Light Assault be able to toss a brick through a doorway and clear out most of a room. C4 shouldn't just be "grenade 2.0," it should be a specialized anti-vehicle tool.
Oh Jesus Christ. A tougher Prowler would just make me quit the game, I hate getting spawned camped by those fucking things.
Does today's LMG sale include the special Heavy Assault weapons? Can I finally pick up a cheap Lasher?
[QUOTE=Big Dumb American;43283326]The problem with making tanks stronger is that we can't balance them as individual units. If they were a rare thing, it would be fine to have them actually be [U]tanks[/U] instead of just "tanks." Thing is, tanks don't generally come stag. Having tanks be very strong becomes a problem when you've got a dozen or so in the area, spamming the area around your spawn with artillery. C4 is the only thing that can instantly take out a tank without giving it a chance to flee and repair, which is important. It comes at a trade-off of being an expensive resource, and generally only being effective against armor that's driven itself into a bad position. C4 is important for that. The only change I make make to C4 is a reduction of its blast radius, because it is rather annoying to have a Light Assault be able to toss a brick through a doorway and clear out most of a room. C4 shouldn't just be "grenade 2.0," it should be a specialized anti-vehicle tool.[/QUOTE] I wouldn't want any more reduction to AoE though since they need to counter MAXes as well.
[QUOTE=jiggu;43284552]I wouldn't want any more reduction to AoE though since they need to counter MAXes as well.[/QUOTE] you could still do that, just use them more like a mine/trap
Or they make it so in order to win the base you don't have to sit around a point for 3 minutes doing nothing but camping spawns The only reason spawn camps happen is because capturing a base is such a passive affair. When there are points to be captured, notice how spawn camping never happens. Its only after you control everything that you start camping spawns, because what else is there to do? They really need to make it so base capture is an active event that ends quick if there is a steamroll. Spawn camps will still happen on some level under this but not NEARLY as bad as they do now, because in order to capture the base you'd need to actually be CAPTURING points and taking down objectives instead of just sitting in the base while you wait for it to flip. The moment you capture the last objective, the spawn is yours along with the territory. They could even have multiple arrays of spawns like in TF2 or Dystopia where if the attackers cap a point you lose that spawn but then spawn near the next point back. To prevent ghost capping, the farther in you capture objectives the more people are required to capture that point, blow that gen, or whatever the objective is at that stage. I.E. capturing the final point to flip a base might require a whole platoon to be on that point to flip it withiin 1-2 minutes, otherwise its an extremely long capture. This keeps the attackers focused on the objectives instead of focused on the defenders spawn room.
[QUOTE=KorJax;43284635]Or they make it so in order to win the base you don't have to sit around a point for 3 minutes doing nothing but camping spawns The only reason spawn camps happen is because capturing a base is such a passive affair. When there are points to be captured, notice how spawn camping never happens. Its only after you control everything that you start camping spawns, because what else is there to do? They really need to make it so base capture is an active event that ends quick if there is a steamroll. Spawn camps will still happen on some level under this but not NEARLY as bad as they do now, because in order to capture the base you'd need to actually be CAPTURING points and taking down objectives instead of just sitting in the base while you wait for it to flip. The moment you capture the last objective, the spawn is yours along with the territory. They could even have multiple arrays of spawns like in TF2 or Dystopia where if the attackers cap a point you lose that spawn but then spawn near the next point back. To prevent ghost capping, the farther in you capture objectives the more people are required to capture that point, blow that gen, or whatever the objective is at that stage. I.E. capturing the final point to flip a base might require a whole platoon to be on that point to flip it withiin 1-2 minutes, otherwise its an extremely long capture. This keeps the attackers focused on the objectives instead of focused on the defenders spawn room.[/QUOTE] Yeah, I agree with you there. I feel like the biggest reason this is an is because there are so many tiny, indefensible bases. The battles at larger bases are becoming much more active, dynamic, and fun, thanks to the redesigns. The new Freyr Amp Station has a constantly shifting infantry battle going inside, thanks to multiple spawns and isolated "sections" of the base. It's a load of fun (if a bit rough on my old computer). The small outposts don't have anything like this, however. They're well designed for small battles, between squads, but rapidly get sloppy, campy, and boring when entire factions bear down on them (which is how we have to do it, thanks to the lattice so strictly funneling the action). It would be better, in my opinion, to redesign the lattice to make smaller outposts faster and more optional fights, best suited for squad-level action than full-on faction-strength battles. Maybe have only large bases and important chokepoints connected directly to the lattice, and have smaller outposts hex-based or free-standing, and make them capture much more quickly? Maybe even just remove a selection of them as conquerable spawn locations, but keep their vehicle and equipment terminals and whatnot. Give them a single point that flips in thirty seconds or so, and once captured simply conveys that small base's resource generation and terminals to your faction. This could enhance the role of Sunderers by making them the only spawn points between large bases and major outposts, allowing them to be important and sustainable defensive points rather than only being used offensively. I think it'd make for a more dynamic battleground, where the front line shifts more frequently (meaning more open field battles and less spawn camping at pointless little bases). It would also make me more likely to kit out a Sunderer, since parking on at a small outpost would give you some decent supplemental experience income for folks falling back to pull vehicles and the like.
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