Planetside 2 V6 - VS capped Indar? It's more likely than you think
9,264 replies, posted
[QUOTE=d00msdaydan;43518886]It's probably just a NS tank because they can't be fucked to make 3 whole different models[/QUOTE]
oh yeah totally, that is why I think its going to be a driver/gunner tank because they realized trying to do that for each empire will be too much effort.
[QUOTE=samuel2213;43522119]They need to change the flare mechanics to make up for the amount of lockons atm. They need to makes the flares use amm0, with no cooldown rather than having the current painfully long cooldown mechanic.[/QUOTE]
I'm not just talking about aircraft, but tanks as well. Try moving it across the open, and instead people trying to lead and hit by skill, you have a cloud of lockons, let alone things like the guided missiles.
[QUOTE=Ogopogo;43522156]I'm not just talking about aircraft, but tanks as well. Try moving it across the open, and instead people trying to lead and hit by skill, you have a cloud of lockons, let alone things like the guided missiles.[/QUOTE]
Yeah, that too. Especially the AV MANA Turrets. But at least you can take more than 2 rockets, and repair on the fly.
After a pretty short distance a standard rocket is impossible to land on a driver who actively dodges you. So I can see why lockons are so popular. But if you made the defaults able to hit at range, there'd be no point to lockons.
The guided missiles have been out of place and too powerful from their conception, but maybe someday they'll limit the range on those too.
The big tank would be easy to balance.
Make it have a shit load of armor so hard to kill, but slower. It's firepower is only slightly better than other tanks at most ranges but up close its much stronger than standard tank firepower.
Obviously, it handles worse and the turret is slower but you can't really use that alone as a mechanism to totally balance it against other tanks, since a good position will warrent those "downsides" as null.
Basically if you can manage to get up close or be escorted up close, it can really wreck as a frontline damage soaker that clears the way. But it kind of sucks on its own in the open where you have distance to engage it, even if it takes longer to kill compared to most other tanks. AKA the "Atlas" effect, where its a giant "SHOOT MEEE" sign because you know its beefy and hard to take down, but if you don't get too close or let it gain the advantage then its not that much more signifigant of a threat compared to normal tanks. Kind of like the max units of tanks!
That's a genius last observation you made, even though you may not see it.
Make it only operable by MAXs. Soon the Colossus too will be just a cog to operate even larger mecha suits. Eventually, the game will consist of one giant symbiotic faction avatar fighting per faction bashing each other to wear The Crown.
That fucking Colossus reminds me of the Bayneblade. Murdercube please enlighten them to add flamethrowers.
I doubt anybody is stupid enough to just go out 'solo' with that kind of vehicle. More than likely, platoon-wide coordination would be required to support and maintain the Colossus. It's going to be one hell of a platform for almost anything.
Battle doctrine may end up changing to revolve more around that colossus. Since they may have to dedicate more resources and effort into maintaining that giant death machine.
Would certainly love to have another single-operator vehicle in. Planetside 2 gets a bit stale for solo-players. The Flash is completely non-competitive, leaving only ESF's and Lightnings as one-man vehicles. Neither of those are really my cup of tea. I want something small and fast and spammable. Like a Flash, except usable.
I doubt anybody is stupid enough to just go out 'solo' with that kind of vehicle. More than likely, platoon-wide coordination would be required to support and maintain the Collussus. It's going to be one hell of a platform for almost anything.
One thing I wonder is how it will be spawned. If it really is that large then it doesn't seem like it'd fit on the spawn pads we have now. I reckon it'll [B]need[/B] to be spawned from a techplant and simply cannot be pulled from anywhere else.
[QUOTE=munky91;43522250]After a pretty short distance a standard rocket is impossible to land on a driver who actively dodges you. So I can see why lockons are so popular. But if you made the defaults able to hit at range, there'd be no point to lockons.
The guided missiles have been out of place and too powerful from their conception, but maybe someday they'll limit the range on those too.[/QUOTE]
Rather than offer a ground to ground lockon, they should just offer a rocket with a much higher (150-175%) muzzle velocity that deals less damage.
I know this isn't relevant to the current discussion but I would love to see a new water-based continent with lakes, islands, rivers and waterfalls...and new vehicles to navigate the terrain aswell.
I mean how cool would it be if there was a base in the middle of a huge lake and players could purchase a large vehicle similar to a car ferry that tanks could drive onto and transport large volumes of players and vehicles across.
Also underwater bases that have a big forcefield around them to keep the water out that players would have to access by travelling through tunnels dug under the seabed that are accessible from other bases, like a whole network of underground bases linked together by giant, natural tunnels.
I'm too optimistic
Also, is there actually any water in PS2?
[QUOTE=Kebab;43529099]I know this isn't relevant to the current discussion but I would love to see a new water-based continent with lakes, islands, rivers and waterfalls...and new vehicles to navigate the terrain aswell.
I mean how cool would it be if there was a base in the middle of a huge lake and players could purchase a large vehicle similar to a car ferry that tanks could drive onto and transport large volumes of players and vehicles across.
Also underwater bases that have a big forcefield around them to keep the water out that players would have to access by travelling through tunnels dug under the seabed that are accessible from other bases, like a whole network of underground bases linked together by giant, natural tunnels.
I'm too optimistic
Also, is there actually any water in PS2?[/QUOTE]
There is water on Amerish (also on Hossin when it comes out) and a bit in biolabs, but it doesn't have any unique properties that you'd expect water to have. It doesn't slow you down, you don't drown or get any visual effects when you're under it and at the moment it doesn't even have splash effects or sounds when you run though it.
In fact, Amerish has a patch of water in some mountain that's just a sheet of texture, which does nothing but obscure people beneath it.
[QUOTE=Ogopogo;43525533]Rather than offer a ground to ground lockon, they should just offer a rocket with a much higher (150-175%) muzzle velocity that deals less damage.[/QUOTE]
Actually someone threw out the idea that you have to stay Q locked on someone for the rocket to follow and I like that. You can still move around but it means that you have to stay within Visual range of your target.
It also gives the Phoenix an actual advantage over other lock on rockets.
Holy crap this guy's a moron.
[MEDIA]http://www.youtube.com/watch?v=mRfik2oeHNI[/MEDIA]
"The Banshee should be nerfed because it's good at the only thing it's good at"
does the NC have a ESF gun like that because I'm certainly interested in getting something that fucking powerfull and easy to use.
I honestly don't get your reaction.
He never said
[quote]"The Banshee should be nerfed because it's good at the only thing it's good at"[/quote]
Nor did he ever mean it. You are not the only person who seems to misunderstand Matti either. Is it really that hard to comprehend what he is saying?
[editline]14th January 2014[/editline]
[QUOTE=scratch (nl);43532306]does the NC have a ESF gun like that because I'm certainly interested in getting something that fucking powerfull and easy to use.[/QUOTE]
Airhammer slams infantry but it's a bit less spray and pray.
Anyone else have a weird audio bug where you cannot hear any of the bullet buzzes of missed shots near you? I can't hear a single god damn thing when i get shot at. Some of the time people are too far away so I don't hear their gunfire and the only feedback I get is: OH NO YOU ARE BEING HIT YOU ARE DEAD NOW
Since unless they are a particularly bad shot or far away the damage indicator is completely useless.
[QUOTE=Framperton;43533874]Anyone else have a weird audio bug where you cannot hear any of the bullet buzzes of missed shots near you? I can't hear a single god damn thing when i get shot at. Some of the time people are too far away so I don't hear their gunfire and the only feedback I get is: OH NO YOU ARE BEING HIT YOU ARE DEAD NOW
Since unless they are a particularly bad shot or far away the damage indicator is completely useless.[/QUOTE]
I've had other sound bugs, but not that. Most fixes themselves in 10 minutes.
I wish the Harasser had alternate engine notes
I would pay dosh to give my Harasser a pushrod V8.
[media]http://www.youtube.com/watch?v=OEwn9TdsR1g[/media]
1:10-1:28 hnnngh
Suggest engine sound packs. Heck, record a few and send them to the player studio.
Were scout rifles buffed recently? All I can think of is the reload time reduction.
My VS infiltrator with the Artemis is OP as fuck. People just have absolutely no idea that I am there, they have the softest stealth sound of all, and the Artemis with silencer just cannot be heard. And the Artemis suffer a lot less from using a silencer since it doesn't have bullet drop, unlike my TR scout rifle that drops like stones in a lake.
And because they have no idea I am there, I can just rack in kill after kill after kill, it's hilarious. And when they group up enough I run straight through them and drop proximity mines.
I wish my TR infiltrator could be this OP.
Yeah, the TR SOAS-20 scout rifle really suffers from its slow bullets. I can't even put a silencer on it because then the bullets feel like they're propelled by rubber bands rather than gunpowder.
I think the NC/VS are getting too strong on Waterson.
I dunno, I haven't seen the TR win alerts on Prime Time in awhile.
[QUOTE=Swilly;43539172]I think the NC/VS are getting too strong on Waterson.
I dunno, I haven't seen the TR win alerts on Prime Time in awhile.[/QUOTE]
TR are normally outnumbered on Matherson much of the time.
It was nice before I left for home from college, all three factions were relatively balanced and it required people to think on their feet.
Sorry, you need to Log In to post a reply to this thread.