Planetside 2 V6 - VS capped Indar? It's more likely than you think
9,264 replies, posted
[QUOTE=evilweazel;43337345]Are either of the TR SMGs worth getting? I already have the N7PDW to use on my infiltrator but the Hailstorm seems pretty nice. I play Heavy mostly, if that means anything. Kinda tied between an SMG and the Chaingun at the moment.[/QUOTE]
Armstice or reroll
Getting a second pounder was definitely worth it.
[t]http://i.imgur.com/OQwsWWJ.jpg[/t]
I hope I impressed the Brass.
I bought the Falcon instead when AV MAX weapons were on sale forever ago, I see I made a terrible mistake
You are the brass, soldier.
;.;7
Came back to try to play this again after not having played it since the first ~5 months of release, and meh.
Still not balanced, still not [b]optimized[/b] (i crashed about 4 times within 10 minutes trying to get into out of the training area), and still turns into a spawn room base rape 90% of the time. Disappointing.
I don't get why so many of you hate spawn-camping.
In most cases, it will benefit the side that is being spawn-camped, of course not in the long run but in the meanwhile you have plenty to shoot.
We hate it because benefits or no benefits, it's boring.
EDIT: Oh shit. Watching the latest Command Center while polishing up some of my helmets. Suddenly this happens.
[thumb]http://img829.imageshack.us/img829/4392/t26k.jpg[/thumb]
Was a nice surprise.
That's a pretty nifty helmet, yo.
[QUOTE=Hoboharry;43340688]I don't get why so many of you hate spawn-camping.
In most cases, it will benefit the side that is being spawn-camped, of course not in the long run but in the meanwhile you have plenty to shoot.[/QUOTE]
I'd rather fight a moving battle than circlejerk around a room with one-way windows waiting for a timer to count down
[QUOTE=Hoboharry;43340688]I don't get why so many of you hate spawn-camping.
In most cases, it will benefit the side that is being spawn-camped, of course not in the long run but in the meanwhile you have plenty to shoot.[/QUOTE]
Spawn camping needs to go. It may be through a capture system re-work, SCUs in every base or by force-kicking people out of a base when it's overwhelmed by enemies. It just shouldn't exist.
It's just a boring "let's shoot people sitting still near the spawn" for the defenders and "let's shoot the odd guy that walks out" for the attackers, which is very boring for both sides. It also makes new players think that's what the game is about, since they often don't redeploy.
SCUs in every base. It doesn't matter how many exits they give to spawn rooms, they are still going to be camped as long as people still spawn there. Even if the SCU only brings down spawn room shields and you still have to push in and destroy a bunch of terminals near the spawn tubes more like PS1 that would still be better than the way it currently is.
Also require someone to be on the control point at all times or the point flips back to the defenders and offer XP to those who do so. That way you're not missing out on XP if you decide to play the objective rather than farm the spawn.
I just looked at some of the VS MAX weapons, and i'm kind of confused. Why do people say that the Blueshift is the best AI weapon over all others?
I just looked at the Cosmos and Blueshift and compared their stats, and the only thing the blueshift has over the Cosmos is 0.3 faster reload speed, 50+ muzzle velocity and 29 RPM, while the Cosmos has better hip accuracy, a larger ammo capacity and more damage.
Maybe there's some reason the Blueshift is a VS MAX's choice for AI, but i can't see it.
[QUOTE=Jimesu_Evil;43341696]Also require someone to be on the control point at all times or the point flips back to the defenders and offer XP to those who do so. That way you're not missing out on XP if you decide to play the objective rather than farm the spawn.[/QUOTE]
It used to work like this. It was changed because sitting on the objective makes for shitty static gameplay.
[QUOTE=Hoboharry;43347039]I just looked at some of the VS MAX weapons, and i'm kind of confused. Why do people say that the Blueshift is the best AI weapon over all others?
I just looked at the Cosmos and Blueshift and compared their stats, and the only thing the blueshift has over the Cosmos is 0.3 faster reload speed, 50+ muzzle velocity and 29 RPM, while the Cosmos has better hip accuracy, a larger ammo capacity and more damage.
Maybe there's some reason the Blueshift is a VS MAX's choice for AI, but i can't see it.[/QUOTE]
????????????
The Blueshift has massively better accuracy and the superior velocity, but the biggest deal is probably the damage drop-off. The Blueshift has no drop-off while the others has immense. The point of the Blueshifts is to be able to violate stuff at range and in CQC you can do more headshots.
IIRC the Nebulas are the best in CQC though due to the immense RPM.
[QUOTE=jiggu;43347471]????????????
The Blueshift has massively better accuracy and the superior velocity, but the biggest deal is probably the damage drop-off. The Blueshift has no drop-off while the others has immense. The point of the Blueshifts is to be able to violate stuff at range and in CQC you can do more headshots.
IIRC the Nebulas are the best in CQC though due to the immense RPM.[/QUOTE]
[IMG]http://i.imgur.com/oz6SHhe.jpg[/IMG]
Correct me if i'm wrong, but doesn't this show that the cosmos has a [b]higher[/b] accuracy?
I think the higher number means that the spread is higher, so lower numbers mean higher accurace
To be fair I got no fucking clue what all the numbers mean, it's a total mess and different for different guns.
Higher numbers = bad
for accuracy that is
[QUOTE=FlakAttack;43347299]It used to work like this. It was changed because sitting on the objective makes for shitty static gameplay.[/QUOTE]
Spawn camping isn't really any better.
An alternative would be to make leaving CPs unguarded a much greater risk, for example by doubling cap speed for defenders. Attackers hold the point for two minutes and go off to spawn camp, defenders slip by and cap the point for 30 seconds before the attackers get it back. They are now behind by one minute.
Or they could, dare I say it, go back to PS1 style. You lose the point, the cap resets completely.
I hope they do something to the biolabs soon. They are really annoying.
Man I am [i]really[/i] looking forward to new Amerish.
[thumb]https://pbs.twimg.com/media/BWV1pWiCYAAiQHC.png[/thumb]
[thumb]https://pbs.twimg.com/media/BawsLz-CIAAsD-O.png:large[/thumb]
[thumb]https://pbs.twimg.com/media/BbFPLwZCQAA53Q1.png:large[/thumb]
[thumb]https://pbs.twimg.com/media/BcNalGwCUAEnNVS.jpg:large[/thumb]
[thumb]https://pbs.twimg.com/media/Bbu543ICYAA-Ox3.jpg:large[/thumb]
Base design just keeps getting better and more creative.
So any update on that continent they put on the PTS like 4-5 months ago?
Hossin? They'll get back to it after the Amerish revamp, to finish off the edges, rework the facilties (especially the Interlink Facility) and optimize the objects. I'd say it'll be out in May or June. April if we're lucky.
[QUOTE=kukiric;43353520]Hossin? They'll get back to it after the Amerish revamp, to finish off the edges, rework the facilties (especially the Interlink Facility) and optimize the objects. I'd say it'll be out in May or June. April if we're lucky.[/QUOTE]
They said that about the ESF update. And the Infiltrator update. And the new max weapons. And the light assault revamp. And pretty much everything else in the road map.
[QUOTE=mooman1080;43353849]They said that about the ESF update. And the Infiltrator update. And the new max weapons. And the light assault revamp. And pretty much everything else in the road map.[/QUOTE]
The reason anything got delayed past September was OMFG, and that's going to be over in early February. Then, Hossin is pretty likely to get some love again, as everything else that was thrown out of the roadmap. The first thing coming back from it is the mission system for February, and the following plans will be featured next month.
I wish they would make building interiors brighter during the night. It makes no sense when the ceiling is clearly covered in lights, but the room looks like it is being lit by a hand lighter.
[QUOTE=samuel2213;43354896]I wish they would make building interiors brighter during the night. It makes no sense when the ceiling is clearly covered in lights, but the room looks like it is being lit by a hand lighter.[/QUOTE]
I wish I didn't need shadows on for the sun to not shine through walls.
I had the walls at Esimir Munitions not render for a whole battle. I could shoot rockets through the empty spaces. It was like wall hacking but not my fault.
[QUOTE=Monkeytracks;43355899]I had the walls at Esimir Munitions not render for a whole battle. I could shoot rockets through the empty spaces. It was like wall hacking but not my fault.[/QUOTE]
Those walls are a pretty awful design decision though. You can see [I]why[/I] they did it, but its like opening a stuck door with a sledgehammer. It fixes one problem, but causes more.
On a side note, Dual Pounder MAX is amazing. Now all I need is Lockdown to ruin every tank drivers day.
just won an alert for indar by 50% with some outfit pals
the leader's game crashed 20 seconds before it ended and he missed the XP :v:
Is the SABR-13 worth getting on sale? I like the T1 Cycler and my TAR but they're a little lacking for long range stuff.
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