• Planetside 2 V6 - VS capped Indar? It's more likely than you think
    9,264 replies, posted
[QUOTE=NoDachi;43624801]you're outnumbered because your faction failscaded because people kept disconnecting because they were losing, so more leave and compounds it. if you quit because you're losing, or you won't join because you're losing / low pop - you are the reason why your faction sucks. And yes I love getting those lovely 10+ KDRs because I'm outnumbered.[/QUOTE] Except that's not true at all. The TR can put up a decent fight on Woodman when not-outnumbered. And they get outnumbered pretty much because of 4th factioners, not because we keep losing. There is a reason why numbers shift so quickly once an alert pops up. People are either switching factions, or getting tired of the same shit happening every time an alert is up. Sure it's nice to trench in and just defend, but against REASONABLE numbers. It's fucking insane that we have situation like this, there should be a balance between faction, not a goddamn 16% difference. Good luck getting that 10KDR when being swarmed by tank and aerial zergs on every front. You have practically zero chance of both defending and gaining territory. [editline]22nd January 2014[/editline] [QUOTE=Jamie1992GSC;43628684]What is the best way to farm Certs. Or is just generally playing so to speak the best way?[/QUOTE] One of the best ways, in my opinion, is to join a major offensive and play as medic or engineer. It's pretty easy albeit a bit slow. But you won't die a lot and help the effort at the same time.
[QUOTE=ief014;43626830]are you serious[/QUOTE] Yeah, the VS on waterson have some really good players because they are always the lowest pop.
If it's purple and lives on Waterson it's probably a member of VDRS or ZAPS, has a BR of over 70, and has spent a lot of money on the game
[QUOTE=BananaMed;43628873]Except that's not true at all. The TR can put up a decent fight on Woodman when not-outnumbered. And they get outnumbered pretty much because of 4th factioners, not because we keep losing. There is a reason why numbers shift so quickly once an alert pops up. People are either switching factions, or getting tired of the same shit happening every time an alert is up. Sure it's nice to trench in and just defend, but against REASONABLE numbers. It's fucking insane that we have situation like this, there should be a balance between faction, not a goddamn 16% difference. Good luck getting that 10KDR when being swarmed by tank and aerial zergs on every front. You have practically zero chance of both defending and gaining territory. [editline]22nd January 2014[/editline] One of the best ways, in my opinion, is to join a major offensive and play as medic or engineer. It's pretty easy albeit a bit slow. But you won't die a lot and help the effort at the same time.[/QUOTE] I'm assuming you mean stick around front line kind of area and repair tanks, and throw ammo packs and generally revive fallen troops?
Yeah, you can also try to use the turret as engineer, and medic has some great rifles.
speaking of medics' assault rifles, how's the Vanu's HV-45 rate up? I main TR because they're the only ones I've managed to play well on, but my girlfriend plays Vanu, so I'm trying to get into them. With TR I've got the Cycler TRV with Reflex x2 and Forward Grip for my medic and would like something comparable for my Vanu medic, and the HV 45 seems the best. Everything else with Vanu seems like it doesn't have the damage and fire rate to actually put out a decent DPS.
[QUOTE=Dakiin Dovah;43626266][img]http://imagizer.imageshack.us/v2/800x600q90/89/y28h.png[/img] I am slowly getting certs for my lib. Is this decent for a start? I also have the Bulldog rear gun unlocked but rarely use it. The Zepher has thermal optics, I just forgot to attach it.[/QUOTE] Might be a good idea to swap out fire suppression for flares eventually. A2A and G2A missiles are likely to fuck you up as you're flying away from harm.
[QUOTE=Hoboharry;43630393][QUOTE=Dakiin Dovah;43626266][IMG]http://imagizer.imageshack.us/v2/800x600q90/89/y28h.png[/IMG]I am slowly getting certs for my lib. Is this decent for a start? I also have the Bulldog rear gun unlocked but rarely use it. The Zepher has thermal optics, I just forgot to attach it.[/QUOTE]Might be a good idea to swap out fire suppression for flares eventually. A2A and G2A missiles are likely to fuck you up as you're flying away from harm.[/QUOTE] Don't. Fire Suppression can make all the difference between surviving skyguards, tank shells etc... As far as damage sources go, lock-ons are fairly low priority for a lib. As far as the rest of your load-out goes, the Racer chassi for liberators is kinda meh, but to each their own. If possible, I'd say get the Dalton instead of the Zepher, but either one works tbh.
Since he has a Zepher I'd assume he's killing infantry, so the flares will be plenty useful. Higher up though, you don't need them. It's a toss up really. That low I'd personally try flares. But keep moving, because infantry killing altitude is low enough for tanks to join in on killing Libs.
Every lib pilot I've ever gunned for doesn't seem to understand the angles the bottom gun can fire at, nor do they understand that flying too low is an automatic death sentence. What I would give to gun for a good pilot...
If you don't like the way pilots are piloting, fly one yourself and grab a gunner. Or get a Dalton and solo it.
[QUOTE=munky91;43631071]If you don't like the way pilots are piloting, fly one yourself and grab a gunner. Or get a Dalton and solo it.[/QUOTE] I pilot 50/50 with my outfit guys. Take turns gunning because gunners get so much more points (which is ridiculous). Everything is great when I fly, and nobody wants to switch during flight until we die. Then they fly, and we die in all of 3 minutes because they suck a bag of dicks. I have flown with maybe 2 people in all my time that can actually fly a lib. Oh and the only reason we ever survive my flights is because I don't let enemy fighters near us at all. Usually the shitty pilots (read: everyone) also suck at tailgunning.
[QUOTE=Rascal;43630671]Don't. Fire Suppression can make all the difference between surviving skyguards, tank shells etc... As far as damage sources go, lock-ons are fairly low priority for a lib. As far as the rest of your load-out goes, the Racer chassi for liberators is kinda meh, but to each their own. If possible, I'd say get the Dalton instead of the Zepher, but either one works tbh.[/QUOTE] ESF/G2A launchers are going to deal almost the same amount of damage as an average player firing at you at the same ranges with a skyguard. Difference between these two that unlike when you're fleeing from battle after a gun run, fire suppression does barely anything when the reaver behind you is flying high and spamming A2A missiles on you. I suggest he tries out both if he would bother to waste the certs and see how he likes either one, fire suppression definitely does have a lot going for it but most of the areas where you're doing gun runs are going to have an ESF or two meaning flares can be extremely useful. (since they're looking to kill stuff too)
[QUOTE=FlakAttack;43631377]I pilot 50/50 with my outfit guys. Take turns gunning because gunners get so much more points (which is ridiculous). Everything is great when I fly, and nobody wants to switch during flight until we die. Then they fly, and we die in all of 3 minutes because they suck a bag of dicks. I have flown with maybe 2 people in all my time that can actually fly a lib. Oh and the only reason we ever survive my flights is because I don't let enemy fighters near us at all. Usually the shitty pilots (read: everyone) also suck at tailgunning.[/QUOTE] I'd offer to join with ya. But sadly I can't pilot in this game for love nor money.
[QUOTE=Hoboharry;43631539]ESF/G2A launchers are going to deal almost the same amount of damage as an average player firing at you at the same ranges with a skyguard. Difference between these two that unlike when you're fleeing from battle after a gun run, fire suppression does barely anything when the reaver behind you is flying high and spamming A2A missiles on you. I suggest he tries out both if he would bother to waste the certs and see how he likes either one, fire suppression definitely does have a lot going for it but most of the areas where you're doing gun runs are going to have an ESF or two meaning flares can be extremely useful. (since they're looking to kill stuff too)[/QUOTE] If an ESF is using A2A only to kill a lib they're doing it wrong. :v: I never found the appeal of running flares since I do a gun run approach with the liberator whenever I use the Zepher/Dalton. Generally though, you're looking at temporary damage immunity vs. extra durability when comparing the two, and I find that having that extra health at the push of a button to be far more useful but to each their own. I have personally not seen a liberator running flares in well over two months on Miller, where it is usually tied between afterburner and FS.
[QUOTE=Jamie1992GSC;43628684]What is the best way to farm Certs. Or is just generally playing so to speak the best way?[/QUOTE] Play during alerts you get a 20% participation bonus if you are in the territory relevant to the alert Defense nets you a 15% XP bonus at facilities (10% for bases and 5% for outposts). While you don't get an XP reward for winning a defense, if you hold off attackers for long enough the 15% bonus more than makes up for it. This is especially true for biolabs which usually roll in the certs and take a while to cap anyways. Try and get daily ribbon bonuses. They net you between 1k-2k XP and stack with XP bonuses. You can get 5 ribbon bonuses a day. You can get infinite ribbons per day though, and a ribbon will net you 250XP (one cert), and stacks if you get more of that ribbon in one 24 hour period (so the second time you get that ribbon, you get 500XP). Unlocking araxium medal for a weapon nets a cool 200certs. Takes a while though, you need somewhere around 1.1K kills to get one per weapon. Try and always get as many assits as possible on top of kills. I.E. if you are medic, revive heal and revive like mad while also shooting dudes. Engie, ALWAYS have ammo down near chokepoints while you kill. And repair maxes/tanks near you. Infiltrator, make sure to put sensor darts in key locations. HA, just kill a bunch of shit but focus on tanks - they net a large amount of XP and good assit points. LA, just kill shit. Use C4 to your advantage. Max, just kill shit and try and stay with an engie to survive and kill more shit. Vehicle kills are very very lucritive. A fully sundy for example can theoretically get you over 4600XP unboosted, though its very rare to get that. Playing an AV role in the game as such is great, especially if you are in a tank yourself. Even if you don't get, you tend to get a lot of XP from assisting too. And because tank drivers tend to have plenty of XP before they die, its not uncommon to get Extreme Menace bonuses when you kill a tank driver (aka that guy got a LOAD of XP before dieing, so you get 3X more XP for killing him). Try and play in a squad whenever possible. Everything you do assist wise in a squad is XP boosted. Sensor dart kills net 30XP instead of 15-20 when from a squad member. Squad healing/repairing give a large boost too. When in doubt, find big fights at biolabs to drown in those assit points as engie/medic, or find a large enemy armor column to wreck with your own allied armor column. Avoid fights where you are just capturing territory with little resistance, they take a while and the reward XP for capture isn't worth it when you end up spending 5-10minutes per territory to capture doing mostly nothing. The BEST places to fight at if you want to actually capture territory and not grind at a biolab, are fights between 25-48 players for both your side and the enemy, because there is a good chance you can capture it but you'll also earn a good amount of XP from kills/assists/etc. [editline]22nd January 2014[/editline] Oh and being a lib gunner with a good pilot against an armor column that has modest (but easily avoidable) AA support is easily the best way to earn certs in the game, considering you'll be destroying at least 1-3 vehicles a minute. Hard to find a good opportunity for this though, since a lot of the time armor zergs tend to have plenty of air support or AA.
[QUOTE=Rascal;43631897]If an ESF is using A2A only to kill a lib they're doing it wrong. :v: I never found the appeal of running flares since I do a gun run approach with the liberator whenever I use the Zepher/Dalton. Generally though, you're looking at temporary damage immunity vs. extra durability when comparing the two, and I find that having that extra health at the push of a button to be far more useful but to each their own. I have personally not seen a liberator running flares in well over two months on Miller, where it is usually tied between afterburner and FS.[/QUOTE] Eh, i have a couple of bad experiences regarding ESFs with A2A missiles, whereas my tail gunner couldn't even hit them and they just kept locking on and shooting from a safe distance. Definitely changed my opinion about fire suppression though, i just might pick it up now.
[QUOTE=d00msdaydan;43629095]If it's purple and lives on Waterson it's probably a member of VDRS or ZAPS, has a BR of over 70, and has spent a lot of money on the game[/QUOTE] That reminds me of how during the TR surge, I was with a platoon of NC fighting along side a platoon of VS. All the TR yells were "Jesus Christ. What the fuck. Oh God HALP."
[QUOTE=Jacob_sword;43629055]Yeah, the VS on waterson have some really good players because they are always the lowest pop.[/QUOTE] all factions have approximately the same amount of high levels (I'm sure the fact that the nc had a +15% overpopulation over both factions had nothing to do with it)
Why the heck is the boar grill faction specific? I want it on both my TR and VS but why the fuck should I buy the exact same item twice? ps its on sale
[QUOTE=biodude94566;43629787]speaking of medics' assault rifles, how's the Vanu's HV-45 rate up? I main TR because they're the only ones I've managed to play well on, but my girlfriend plays Vanu, so I'm trying to get into them. With TR I've got the Cycler TRV with Reflex x2 and Forward Grip for my medic and would like something comparable for my Vanu medic, and the HV 45 seems the best. Everything else with Vanu seems like it doesn't have the damage and fire rate to actually put out a decent DPS.[/QUOTE] The HV-45 is probably the best choice close up, corvus for long range. You could buy both as they are the same low price. [QUOTE=jiggu;43633232]Why the heck is the boar grill faction specific? I want it on both my TR and VS but why the fuck should I buy the exact same item twice? ps its on sale[/QUOTE] dat $$$$$$$$
[QUOTE=KorJax;43632133]-Helpful insight-[/QUOTE] Oh hey, thanks. :v: I appreciate the tips. On a sidenote, do many FP'ers play on Woodman in NC?
[QUOTE=KorJax;43632133] stacks if you get more of that ribbon in one 24 hour period (so the second time you get that ribbon, you get 500XP). And because tank drivers tend to have plenty of XP before they die, its not uncommon to get Extreme Menace bonuses when you kill a tank driver (aka that guy got a LOAD of XP before dieing, so you get 3X more XP for killing him). [/QUOTE] Did the game ever explain these at all? Battle rank 52 and never knew why some people were extreme menace nor that ribbons stack :v: [QUOTE=FlakAttack;43631377]I pilot 50/50 with my outfit guys. Take turns gunning because gunners get so much more points (which is ridiculous). Everything is great when I fly, and nobody wants to switch during flight until we die. Then they fly, and we die in all of 3 minutes because they suck a bag of dicks. I have flown with maybe 2 people in all my time that can actually fly a lib. Oh and the only reason we ever survive my flights is because I don't let enemy fighters near us at all. Usually the shitty pilots (read: everyone) also suck at tailgunning.[/QUOTE] So how do you pilot a lib?
Also I did the math: the theoretical maximum amount of certs you can get for a single kill is around 77 You just have to have a hyper boost active on top of a membership on top of defending a facility during an alert on a max underpop server, WHILE ALSO being double XP weekend when killing a sundy with 12 extreme menaces inside [editline]23rd January 2014[/editline] [QUOTE=Onule;43633660]Did the game ever explain these at all? Battle rank 52 and never knew why some people were extreme menace nor that ribbons stack :v: So how do you pilot a lib?[/QUOTE] The only thing that explains this is the patchnotes that implemented these features.
[QUOTE=KorJax;43637346]Also I did the math: the theoretical maximum amount of certs you can get for a single kill is around 77 You just have to have a hyper boost active on top of a membership on top of defending a facility during an alert on a max underpop server, WHILE ALSO being double XP weekend when killing a sundy with 12 extreme menaces inside [editline]23rd January 2014[/editline] The only thing that explains this is the patchnotes that implemented these features.[/QUOTE] So you could get 924 certs for killing all 12 under those conditions? Sold.
Got 1000 certs again, soo Lancer or Lasher? Im leaning for the Lasher
I have great communication with my gunners. If I'm too low they'll say, "Too low." and I very rarely hear them say that. I always fly in a circle around the hotspot between 50 meters and 100 meters on an outward angle so I'm somewhat spiraling away from the hotspot. Once I get a little too far out I fix the lib' straight and spiral back in.
I've never been able to gun in a libby. :'( Forever following the pubby zerg.
[url]https://forums.station.sony.com/ps2/index.php?threads/january-spawn-changes.169490/[/url] oh lord they're making AMS passive on sunderers. I somehow don't really like the idea of an AMS sundy equipped with a gate diffuser
Yeah just saw that. Not really sure what to think about it. If it's because they feel the 50 cert cost is arbitrary and too restrictive for new players they could just lower the cost. In any case AMS and shield diffuser should not be able to be equipped together. Although if there were more utility certs available so that gate diffuser doesn't become the new standard (*cough*cloakbubble*cough*) then it wouldn't be so bad. EDIT: Or even move Ammo/Repair modules to utility instead of defense.
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