Planetside 2 V6 - VS capped Indar? It's more likely than you think
9,264 replies, posted
Is there a way to Practice flying without doing it in an active server. If that makes sense?
VR room? Or download the PTS and go wild. There's usually only 3 or 4 people on there at once.
EDIT: Just had a thought. Since they're never going to introduce traditional bipods (would be 90% useless without the ability to prone), what about some kind of futuristic hover-stabilizer pod thingy? Like a mini hovering platform to rest your gun on like a bipod only you can use it anywhere. It'd provide significant recoil reduction, but the drawbacks would be double the time to go ADS, you can't move while in ADS, a limited aiming arc while ADS, and a significant reduction to hipfire accuracy. It'd be nice to have a way for LMGs to actually be used like LMGs.
[QUOTE=Jimesu_Evil;43616304]VR room? Or download the PTS and go wild. There's usually only 3 or 4 people on there at once.[/QUOTE]
I seem to be unable to find the VR Option anywhere anymore. I saw it once but can't seem to find it again.
Also PTS?
[editline]21st January 2014[/editline]
OH Public Test Server.
VR should be at the bottom of the Continent Select menu.
[QUOTE=Jimesu_Evil;43616355]VR should be at the bottom of the Continent Select menu.[/QUOTE]
Finally found it thanks.
Just a shame it was a waste of time. I can't fly any of the aircraft for shit. :v:
Either way, I gave up for now. It's all BioLab battles at the moment. And I FUCKING HATE Bio Labs.
[QUOTE=Jimesu_Evil;43616304]VR room? Or download the PTS and go wild. There's usually only 3 or 4 people on there at once.
EDIT: Just had a thought. Since they're never going to introduce traditional bipods (would be 90% useless without the ability to prone), what about some kind of futuristic hover-stabilizer pod thingy? Like a mini hovering platform to rest your gun on like a bipod only you can use it anywhere. It'd provide significant recoil reduction, but the drawbacks would be double the time to go ADS, you can't move while in ADS, a limited aiming arc while ADS, and a significant reduction to hipfire accuracy. It'd be nice to have a way for LMGs to actually be used like LMGs.[/QUOTE]
I want the ability to lie down and give suppressive fire with my glorious CARV.
[QUOTE=Jamie1992GSC;43616869]
And I FUCKING HATE Bio Labs.[/QUOTE]
Amen to that. It's literally a double ended Operation: Metro with a dome ceiling. You're either standing around forever or your dying again and again. They need to totally scrap it as it is right now, not just change the interior around a bit. They have so much wasted geometry LA's are supposed to utilize on the underside it's not even funny.
I would bring the dome to the ground, and increase it's size by at least 50%, and maybe have patches where the dome shielding has failed or some sort of geographical formation has ruptured it, and have garages for vehicles. If it absolutely positively has to remain standing, I would provide interesting maintenance hallways along the underside that lead into the dome proper somehow. I would also be in favor of removing some/all but one of the spawn rooms inside the biolab from the outlying bases for more ways into the biolab itself.
They are just so poorly designed right now. Like absolutely fucking nauseating. Where is the fun in standing by a doorway for a couple hours walking into a wall of lead and energy time and time again? Or on the flip side, where is the fun of camping the jump pads or the interior?
It sounds about as much fun as having a firefight over a staircase (I'm looking at you, towers).
I don't even really understand the point of biolabs. Can someone explain them to me? Aside from providing a shitty, nonsensical bonus, they only really seem to be good at taking up space and creating artificial, stupidly long sieges where one side eventually grinds itself into nothingness.
I really like sieges where it feels like you actually have to use strategy to overcome them, like tech and amp stations, and some genuinely strategic fortresses that are scattered around a continent.
Anyways, that's my rant on biolabs. Maybe I could have more succinctly said "I FUCKING HATE Bio Labs", but it felt good to type that all out.
I wish someone would burn bio labs to the ground.
They're meant to be a sealed off area where vehicles don't play as much of a part I think.
Problem is that they're retardedly designed meat grinders
THe idea is it was supposed to function like urban combat what with buildings and rooftops and windows and whatnot.
At least that was the idea.... not so much in practise.
The whole limiting vehicular involvement thing is sort of what this base overhaul deal is all about it seems though. It is truly bizzarre to think that they thought the size of a large playground was enough to accommodate 96+ player numbers. Like, didn't they even bother placing a few player models around to help with the scaling? Some of those routes are only like 3 or 4 players wide with 2 of those player widths being dead space due to the fact that people are actually shooting at eachother.
I think that they need to really blend the terrain better with some bases so that vehicles like tanks and such can be used, but not be stupendously overpowered. There are a number of really nice open areas between bases that offer good cover for infantry and enough space for a tank convoy to have it out. It's just a shame that at this point it's mostly happening on the road instead of near important locations.
[QUOTE=Jimesu_Evil;43616304]VR room? Or download the PTS and go wild. There's usually only 3 or 4 people on there at once.
EDIT: Just had a thought. Since they're never going to introduce traditional bipods (would be 90% useless without the ability to prone), what about some kind of futuristic hover-stabilizer pod thingy? Like a mini hovering platform to rest your gun on like a bipod only you can use it anywhere. It'd provide significant recoil reduction, but the drawbacks would be double the time to go ADS, you can't move while in ADS, a limited aiming arc while ADS, and a significant reduction to hipfire accuracy. It'd be nice to have a way for LMGs to actually be used like LMGs.[/QUOTE]
Imagine for a second that when you crouch, the Heavies normal shield changes so it becomes a solid "nano barrier" that you rest the weapon on, this inability to move means you get a much more stable firing platform as in NO recoil, at the cost of now being immobile.
Unfortunately the issue i see with this is that this is basically the Mana AI turret, as cool as it would be.
[editline]21st January 2014[/editline]
[QUOTE=Framperton;43618539]The whole limiting vehicular involvement thing is sort of what this base overhaul deal is all about it seems though. It is truly bizzarre to think that they thought the size of a large playground was enough to accommodate 96+ player numbers. Like, didn't they even bother placing a few player models around to help with the scaling? Some of those routes are only like 3 or 4 players wide with 2 of those player widths being dead space due to the fact that people are actually shooting at eachother.[/QUOTE]
-Go infiltraitor
-Cloak up
-Sneak up to enemy blob
-Drop mine
-throw grenade (anywhere)
That was the easiest 20 certs I ever made, and I felt bad afterwards.
[QUOTE=thisguy123;43618551]
-Sneak up to enemy blob
-Drop mine
-throw grenade (anywhere)
That was the easiest 20 certs I ever made, and I felt bad afterwards.[/QUOTE]
Oh, I found this absolutely BRUTAL spot near the entrance of one of the main spawn rooms in a biolab. Essentially once you leave the main spawn and you stick close to the wall, the dumbly sculpted terrain offers quite a number of hidey holes you ca crouch in and use the CQ BA rifles and get head-shots every day. The foliage is also really dense there so they really can't even see you from the outlier spawn room unless they are just firing blindly in that direction.
During the double xp weekend + my 100% hyper boost I probably made 100 certs that fight and died only twice.
How do I heavy assault
Biolabs would be fine if there was more to the fight than just fighting inside.
I.E. what if you had to take the courtyard first, then blow up some shield gens after you take the courtyard, which open up the biolab. Then once you cap the inside of the biolab its pretty much over right there instead of this big grind.
To heavy assault, use the shield and your guns when enemies are near.
On a more useful note, if you have an LMG, but are attacked while you have rockets out, you're better off going for your pistol (after shooting your rocket). An SMG though draws pretty quickly, so if you expect to do lots of dying, I'd recommend using the SMG on your suicide runs.
[editline]21st January 2014[/editline]
Biolabs should lose their shields when cut off from the warpgate, and you should be able to surround them by going through adjacent places instead of heading around the world.
Or redesigned entirely, either way's cool.
I think the Biolabs should be totally shielded with the landing pads in a retracted/folded position to deny all forms of access, including aircraft dropping off infantry. This would be called the Lockdown state or something similar. At this point it would also still be suspended above ground on those giant hydraulic leg things it sits on.
In order to lift the Lockdown state the smaller ground buildings surrounding the Biolab should have a set of generators or capture points of some sort that need to be converted to that of the attacking team to enable access. In a manner similar to how Tech Plants have separate generators for horizontal and vertical shields the biolab should have separate capture points for landing pad access and ground access. Once both are held for a set amount of time (only a few short minutes to minimise grinding) the Biolab should descend on its legs/stilts/whatever until it reaches ground level at which point infantry will be able to access the interior of the lab. As for the interior I think it should be more flora and fauna than cramped buildings and tight doorways. From this point onwards the capture system should remain similar with capture points/shield generators and an SCU (all with a MASSIVELY reduced capture time)
Once the SCU has been taken by the attacking team the landing pads will close up again and the Biolab will re-ascend above ground and go back into Lockdown state, at which point nobody would be able to enter it and any players still inside after the capture would be able to leave via one way shields around the edges or something and to prevent any post-capture fighting the area would become restricted for everyone inside to force them out. In order to recapture the base the process would be repeated. I think this way taking a Biolab will still be a big task and will require quite a few players but will be far more dynamic and interesting and HOPEFULLY less of a massive meatgrind slaughterfest where most of the opposing factions sit in their spawn rooms and insult each other.
Just throwing out an idea, sorry for the essay. :v:
Fights at both outposts and facilities in this game always turn into a terrible spawn camp. The main reason the timers are there is to basically give the defenders a chance to get to the base and stop the capture in case they didn't notice it at first. I'd rather just have progressive base battles where it's like "complete objective A, B, C, etc" then you own the base. Each objective would take effort and X amount of time. That way the attackers have to be doing something rather than just sitting outside the defenders spawn. Since the objectives have a minimum amount of time, it would still give defenders a chance to get there.
Objectives could be similar to what' s currently there such as "destroy vehicle/infantry shield generators, destroy SCU shield generator, then destroy SCU, however, make it so that once the SCU goes down, that's when the fight ends. Currently the "SCU down phase" is supposed to promote spawning at a nearby base then going to that base, but nobody does that because the base is basically a lost cause, so you might as well get rid of it.
Also, spawns should have multiple exits around the base instead of just one building (why would someone even make that?). This would help prevent spawn camping and allow the defenders a chance to actually defend without being immediately trapped in their spawn room. The problem with this is that it may become too easy to defend, so you could also make the various spawn rooms have independent generators/warps/whatever that can be destroyed. This can potentially solve the issue of bases being too easy to defend. The attackers can coordinate to destroy each spawn (excluding a "main spawn"), limiting defenders spawn points, but defenders can still protect their alternate spawns. These "alternate spawn generators". I feel like with a system like this, it would be possible to defend bases, but still possible to attack them without being able to just zerg-rush any base and easily take it over.
The problem with this layout is that the outposts are simply not large enough to support a system like this. The number of objectives could be cut back on, such as only having the infantry/SCU shield, but bases would still need to be enlarged. That could possibly be a good thing though. More buildings would make it harder for vehicles like the Liberator or HE tanks to spawn camp. These additional buildings would also house the various generators.
This is basically what I just came up with as I typed it out. I'm sure it has its flaws but I still think almost anything is better than the current base setups with the constant spawn camping that happens in EVERY base. Very rarely do I see actual progressive fights. It's commonly just "Team A steamrolls Team B, proceeds to spawn-camp".
[QUOTE=Citrus705;43619420]How do I heavy assault[/QUOTE]gun hit hard hard hit make dude dead boom stick be car is boom
[QUOTE=AtomicSans;43620678]gun hit hard hard hit make dude dead boom stick be car is boom[/QUOTE]
don't forget glowy coat make nasty gun hit hard less
[QUOTE=Citrus705;43619420]How do I heavy assault[/QUOTE]
place lead into other men at high velocity
Log on to Woodman.
VS- 34% TR- 26% NC- 40%
Log out.
[QUOTE=Cloak Raider;43618361]They're meant to be a sealed off area where vehicles don't play as much of a part I think.
Problem is that they're retardedly designed meat grinders[/QUOTE]
They need four entrances with the Spawn being [B]ABOVE[/B] the SCU.
[QUOTE=BananaMed;43621947]Log on to Woodman.
VS- 34% TR- 26% NC- 40%
Log out.[/QUOTE]
Guessing you are TR? :v:
my problem with biolabs is that half of them don't even have jump pads under them, and the only way in is through the teleporter in an adjacent facility
so if someone pulls a sunderer and parks it under the biolab, it's the closest respawn option and easy to accidentally select despite [I]nothing[/I] happening down there and no way up. so you either have to suck it up or redeploy to get into the actual biolab fight
[QUOTE=Anonymuzz;43622516]my problem with biolabs is that half of them don't even have jump pads under them, and the only way in is through the teleporter in an adjacent facility
so if someone pulls a sunderer and parks it under the biolab, it's the closest respawn option and easy to accidentally select despite [I]nothing[/I] happening down there and no way up. so you either have to suck it up or redeploy to get into the actual biolab fight[/QUOTE]
My only gripe is the way that they always end up being. A complete grindfest of being stuck in a small room, and struggling like hell to even make it out to begin capturing.
[QUOTE=Jamie1992GSC;43622553]My only gripe is the way that they always end up being. A complete grindfest of being stuck in a small room, and struggling like hell to even make it out to begin capturing.[/QUOTE]
the grind i can tolerate, at least until there's more players for my computer to handle, because i just want to play solo and shoot dudes. if things get stale, all i need to do is go to another facility
but not even being able to enter the facility i want to play at kinda sux
Biolabs just aren't suited for a game with like infinite player counts in a small area. It's the perfect size for a map in COD.
[QUOTE=BananaMed;43621947]Log on to Woodman.
VS- 34% TR- 26% NC- 40%
Log out.[/QUOTE]
*deciding not to play a faction because of population is exactly why their population failscades.
You're part of the problem.
EDIT: how can you even disagree with the basic logic that if you don't play for your faction, its going to have a low population.
It straight out doesn't work. Of course there are small outposts too but those aren't encased in a small orb in the middle of the sky. You can just walk around the outpost instead of being forced to the very center of it.
[editline]21st January 2014[/editline]
also yeah we need more TR on Woodman. I've gotten sick of just fighting the VS.
Sorry, you need to Log In to post a reply to this thread.