• Planetside 2 V6 - VS capped Indar? It's more likely than you think
    9,264 replies, posted
[QUOTE=Wickerman123;43888741]People don't appreciated being rolled over by friendly tanks or Sundys. Bear that in mind to save the flaming. [IMG]http://www.carinsurancequotes.uk.com/wp-content/uploads/2010/10/eventfrontpage01.jpg[/IMG][/QUOTE] my tank costs more than infantry. if there are people behind me while I'm being attacked and about to explode, sucks to be them
Any aware engineer isn't going to be behind a tank unless they absolutely have to. Also the fact that a tank is worth well more then an engineer, both in terms of time and resources. What I do hate is the drivers who run into me while I'm on the side of another tank repairing. That's just the driver not caring to move one meter to the side.
Crossing a road is more dangerous than a biolab fight against NC because of all the fuck-wits that have no situational awareness while driving/don't care. This is why I always jetpack over roads.
You could, you know... look both ways before crossing the street? A vehicle actually has stopping distance, plus vehicles have a far higher rendering priority than infantry - I've accidentally ran over infantry that only rendered when they were about a meter in front of my bumper. But I can see incoming vehicles from hundreds of meters away, and on radar.
[QUOTE=The golden;43890176]You have to realize that what you see and what they see isn't the same. Server lag makes infantry-tank collisions pretty much a guessing game.[/QUOTE] That's a fair point. Didn't think of that.
[QUOTE=The golden;43890224]I've been run over by tanks that were over 5 meters away before :v:[/QUOTE] Considering I've been killed by people that weren't even looking at me, I'm not surprised :v: Also getting killed after you've made it into cover, I refer to this as getting "Battlefielded"
Started on another helmet. [thumb]http://imageshack.com/a/img849/4060/lgtc.jpg[/thumb] Thinking I should just take Higby's advice and move to the US just so I can submit my stuff and then move back to AU.
Hey if that one came in some decent colors I'd actually buy it. I really don't like the current NC helmets.
[QUOTE=The golden;43890176]You have to realize that what you see and what they see isn't the same. Server lag makes infantry-tank collisions pretty much a guessing game.[/QUOTE] Yeah this shit can be pretty fucky gay. I've slaughtered dozens of NC troops by accident even though I've deliberately avoided them, but if I drive through a squad of enemy I won't hit shit. Frustrating as hell. I think over time I've gotten more callous about FF as well though. I drive to avoid but if I stop my tank for some idiot on the road then suddenly every other wank spots this and starts jerking off in front of me so I can't move. Never give your teammates the impression that you won't harm them just to shave a second off how long it takes to get to your objective.
[QUOTE=Slacker101;43887242]I got the MCG. It's fun. Also daily note saying that the TR is boring, bland and doesn't have the highest ROF.[/QUOTE] It is the best faction.
[QUOTE=Jimesu_Evil;43890333]Started on another helmet. [thumb]http://imageshack.com/a/img849/4060/lgtc.jpg[/thumb] Thinking I should just take Higby's advice and move to the US just so I can submit my stuff and then move back to AU.[/QUOTE] NC is cool and all, but make helmets for VS please, and how about ones that look decent on HA
VS just isn't my style unfortunately. Every attempt I've made to concept a helm for VS has just ended up looking like dog's balls.
Slap those balls in spandex and you're good to go.
At the rate I get certs I don't see many new weapons in my future.
[QUOTE=Cows Rule;43891505]At the rate I get certs I don't see many new weapons in my future.[/QUOTE] Sad but true! There's a few for 250 and less that change the game up significantly, so I'd recommend those first. Also upgrades that are cheap, like shield diffusers. [editline]12th February 2014[/editline] Tank shield, if you're NC.
[QUOTE=Jimesu_Evil;43890333]Thinking I should just take Higby's advice and move to the US just so I can submit my stuff and then move back to AU.[/QUOTE] that'd actually work? I figured they'd want a billing address and all that and no-go if it was outside the US
[QUOTE=krail9;43893335]that'd actually work? I figured they'd want a billing address and all that and no-go if it was outside the US[/QUOTE] Nah it was just something he said jokingly on Command Center when T-Ray was showing my stuff.
Mana AV turret is still the most op thing in the game. Indar is completely dominated by it. One engineer sits in the turret and shoots at 20 magriders 10 lightnings and 5 harassers that are shooting back at it while one engineer stands next to it repairing. What it should have been must be a straight firing missile like that you can put on tanks and such.
First of all the AV turret has to have an effective firing range. Being sniped by AV turrets from beyond your rendering distance while in vehicle is bullshit.
Just make it fizzle at 300m or so.
I die far more often to ESF and MAX suits than I do the AV turret. The only really broken thing about it is the render distance. It has so many other very obvious counters that it's hard to complain about occasionally dying to one.
So infiltrator update this morning. [quote]Downtime Start: 6 AM PT (3 PM CET) *Time Zone Converter Downtime ETA: Up to 2 hours Patch Notes: Corrections The lost bonus membership certs have been restored. The individual amounts vary from player to player, depending on the amount lost. The grant includes an extra percentage as a thank you for your patience while we sorted this issue out. The lost individual WDS points have been restored. To make this as fair as possible, we moved everyone to one point below the next tier reward, which is a significant bump of extra points for most folks. Thanks for participating, and we appreciate all the great feedback on this event. Infiltrator New Tool: Motion Spotter When placed, the motion spotter spots all nearby moving enemy players on the mini-map New Ability: Stalker Cloak Stalker cloak does not drain energy as long as the infiltrator remains stationary, allowing the cloak to last indefinitely. However, stalker cloak prevents the use of the infiltrators primary weapon and regenerates slower than the hunter cloak. New Suit Slot: Adrenaline Pump Increases the Infiltrator's sprint speed while equipped New Armor Choices: Gold and Lumifiber New Weapon: MKV Suppressed The MKV has an integrated suppressor that prevents the user from showing on the minimap when firing. It features superior bullet velocity and long range stopping power compared to SMGs using optional aftermarket suppressors. New Weapon: Hunter QCX The powerful Hunter QCX Quad-Cam crossbow is a lightweight sidearm, capable of silently taking out targets up to medium range with deadly precise bolts. Has two unique rail attachments. Explosive Bolt: Replaces the default bolt with an explosive tipped variant that does light damage to MAX units and other enemy armor Recon Bolt: Replaces the default bolt with a low damage variant that includes a sensor device. The sensor can detect enemy movement within a limited range Cloak Improvements Reduced the cloak visibility when moving in all states except for sprinting. Sprinting retains the same visibility setting as before Cloak visibility will now transition faster when changing from one movement state to another For example, cloaked players will now reach the lower visibility state faster after they stop moving Fixed a bug that that was sometimes preventing the cloak visibility state from updating correctly For example, crouching will now always enter the crouch state. No more having to move slightly to reach the lowest visibility setting. EMP grenades will now destroy the below enemy explosives and deployables. This destroy effect will even work through cover. Tank Mines Personal Mines C4 Placed Motion Spot tools Detect Tool sensors (this includes crossbow bolts) Spawn Beacons Darklight Flashlights All Flashlight weapon attachments have been converted into Darklight Flashlights. The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position. The light can be turned on and off with the Toggle Attachment hotkey Cloaked Infiltrators will see their first person arms change color if they’re being illuminated by darklight as feedback Squad Boosts They've returned to the Depot and have been improved. The self-buff portion of squad xp boosts is now 50%, up from 30% All squad xp boosts now buff the squad's xp gain by 5% per boost, up from 3%. Activating squad boosts will notify squad members that one has been activated. All Alpha Squad and Heroic Boosts now buff squad xp gains by 5%, including those already equipped. Valentine's Day For a limited time you can purchase pink and black/pink variants of the Hunter QCX. Getting kills with each special V-Day weapon will unlock a unique title. See the Depot for a selection of themed items and check out the Cheap Date and Unwanted Advance Bundles for the best value. Amp Stations Layout adjustments to Zurvan and Dahaka Adjusted Dahaka to provide more cover in the vehicle bay. Adjusted Zurvan walls to provide more visual awareness inside the base. WDS Preseason Changed scoring values based on Preseason Feedback Small Outpost: Capture / Hold value scales 2 -> 8 Defend value scales 3 -> 25 Large Outposts Capture, Hold, and Defend value scales 4 -> 16 Bio Labs Capture Hold & Defend value scales 8 -> 32 Tech Plants & Amp Stations Capture / Hold value scales 8 ->32 Defend Value scales 12 -> 50 Bio labs and large outposts have a smaller defend scaling simply because they have 3+ points and they are easy to cheese and get a lot of extra defense points out of it. So we lowered the value on these so the entire event doesn't boil down to cheesing these two facility types. Balance Tank mines are now smaller Coyote Missiles: Inner Radius Blast Range reduced from 1 meter to 0.35 meters Inner Radius Blast Damage reduced from 334 damage to 200 damage Decoy Flares will now prevent Coyote missiles from locking on Hornet Missiles Projectile Speed increased from 100 meters a second to 125 meters a second Tomcat Missiles You can now switch weapons once the missile is in flight and still maintain lock Antares LC projectile speed increased from 700 to 800 (matching the Saron) M20 Kestrel projectile speed increased from 650 to 750 (matching the M20 Mustang) M18 Locust projectile speed increased from 650 to 750 (matching the Needler) ESF Racer frames have had their cruising speed bonus increased. Reaver/Scythe Rank 3 now grants around +35 KPH up from +20 KPH Mosquito Rank 3 now grants around +30 KPH up from +10 KPH Underbarrel Grenade Launchers: Increased direct hit damage from 750 to 800. This was mainly to give a slight damage increase against MAX units and armor Pump-action shotguns are no longer stuck in iron sights during the chamber animation Semi-auto Scout Rifles: NC Shadow, TR HSR-1, VS Nyx Increased min damage from 250 to 280 Projectile velocity increased from 500 to 550 on NC and TR, from 500 to 540 on VS (lower because of no drop) Misc Audio pass on Rocket Launchers. They should be heard at further distances and more distinct. Bug Fixes Fixed a case where locked on projectiles would ignore terrain Explosives will now blow up deployables and other explosives Fixed a bug that was often causing explosives to do partial damage. Explosion damage will now be more consistent across the board Fixed healing grenades not functioning at all Fixed an issue where the medic tool's heal beam would be invisible Reload audio for the T9 Carv and T9 Carv-S will now be synced with the animation Fixed issue where sometimes there were two liberator icons when previewing vehicle items The NC14 Bolt Driver's Rail slot options are properly available as certifications again Fixed an issue where notifications would sometimes persist Fixed a case where vehicle debris would do too much damage to other vehicles Fixed misspellings on External Fuel Tank certifications Fixed tooltip error in scout radar descriptions Fixed an issue where the reload HUD timer didn't match the weapon's animation in the centralized HUD mode The effect for the Heavy Assault resist shield will stay on for the entire duration of the ability Fixed fire animation sometimes freezing on burst weapons Visual tracers will no longer go through collision Can now obtain Auraxium Medal on the M9 SKEP Launcher. NOTE: Kills earned before this fix do not count towards progress Fixed issue where some platinum weapon variants (NS-15MP, NS-11CP and NS-357P Underboss) did not award ribbons Fixed some invalid attachments showing up for Coyote Missiles in VR zone Fixed the NS-44P Commissioner (platinum variant) having less ammo than the other Commissioner variants[/quote] [editline]13th February 2014[/editline] Fucking wonderful, looks like post editing is once again broken.
So it looks like they decided against letting recons have drones for spotting then.
also no space swords fuck
[QUOTE=alexojm;43895955]So it looks like they decided against letting recons have drones for spotting then.[/QUOTE] They mentioned in one of the past updates that that they were holding off on drones to give them additional capabilities.
[QUOTE]Explosives will now blow up deployables and other explosives Fixed a bug that was often causing explosives to do partial damage. Explosion damage will now be more consistent across the board[/QUOTE] My life is complete.
I really hope this new cloak doesn't turn out to encourage worse play, like TF2's Cloak and Dagger. I also look forward to sitting on a ledge by a cap and being damn near impossible to stop. I'll have to look around for a few good ones.
[QUOTE=jiggu;43896039]My life is complete.[/QUOTE] I thought c4 could already detonate things like mines? I remember a LOOOOOOONNG time ago when defending TI Alloys from the NC, and I dropped a c4 charge in that little tunnel/cave thing that like a squad+ had been hiding in, and when I set it off, it blew up like 4 or 5 tripmines various engineers and scouts had put down, and it nearly wiped out the entire squad. This was way back close to launch or like maybe a month after.
[QUOTE=Framperton;43896090]I thought c4 could already detonate things like mines? I remember a LOOOOOOONNG time ago when defending TI Alloys from the NC, and I dropped a c4 charge in that little tunnel/cave thing that like a squad+ had been hiding in, and when I set it off, it blew up like 4 or 5 tripmines various engineers and scouts had put down, and it nearly wiped out the entire squad. This was way back close to launch or like maybe a month after.[/QUOTE] Past update made things not chain detonate, presumably because of tank mines or something.
[QUOTE=munky91;43896071]I really hope this new cloak doesn't turn out to encourage worse play, like TF2's Cloak and Dagger. I also look forward to sitting on a ledge by a cap and being damn near impossible to stop. I'll have to look around for a few good ones.[/QUOTE] The new cloak is intriguing to me. It doesn't really seem like it would be all the helpful in infiltrating most of the time aside from overloading generators in facilities and the lack of tools seems like it would only be really good at sneaking up for pistol kills. It would be nice if there was some sort of hacking tool to use against vehicles, where the more expensive the vehicle, the longer it took to hack. Or some sort of way of paralyzing max suits temporarily either movement wise or just a weapon malfunction. Spotting in this game seems to be really superfluous at this point. Most of the time, large clumps of infantry are very easy to see at a distance or hear, leaving the only useful spotting for small 2-3 man clumps or lone wolves. In both cases none of the spotting tools you have at your disposal really help in any way since they are both stationary and extremely limited in range and duration. I never really feel like I am providing a leg up for my squad when I throw out a dart. It just feels like I am taking advantage of an opportunity to get free xp in a situation where the enemy location was never in doubt. I mean what exactly is the point of a motion sensor? The only two uses I can think of are either putting it in a generator room, or putting it near a sniper nest. And it would need to be put down almost RIGHT as enemies were breaching the room due to the duration for it to have any relevance. [editline]13th February 2014[/editline] [QUOTE=mooman1080;43896426]Past update made things not chain detonate, presumably because of tank mines or something.[/QUOTE] Oh damn, I remember that now.
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