Planetside 2 V6 - VS capped Indar? It's more likely than you think
9,264 replies, posted
[QUOTE=Rascal;44054689]If you are just looking for a general bulletsponge kinda deal, nanoweave/resist shield is your general goto.
Just remember to pop your resist before you start an engagement, else it is kinda useless. Pack a medkit or two and you can usually last a good while provided you get to pick your fights.[/QUOTE]
Nanoweave and resist shield does not stack.
[editline]26th February 2014[/editline]
[QUOTE=Jimesu_Evil;44053640]Oh man. Not sure what to think of that just yet. At the very least it'll reduce the number of douchebags waiting around forever for a revive just so they don't mess up their K/D I guess.[/QUOTE]
Which is pointless because your K/D is still harmed by it on the website and any other permanent statistics.
[QUOTE=jiggu;44055259]Nanoweave and resist shield does not stack.[/QUOTE]
Nanoweave is the only suit slot that lets you take more bullets, though. So, it [I]is[/I] the best bullet sponge option.
[QUOTE=jiggu;44055259]Nanoweave and resist shield does not stack.
[editline]26th February 2014[/editline]
Which is pointless because your K/D is still harmed by it on the website and any other permanent statistics.[/QUOTE]
I know. You can mix it up using Adrenaline shield/Medkit/Nanoweave which is my own loadout, but if you are just looking to soak up as many bullets as you can resist and nanoweave is still the general effective loadout, provided you control your engagements.
Playstyles differ and all that, so in close quarters you might find more use in NMG/AS as it is more common to get jumped there, with resist being better for more open engagement areas.
As much as everyone jerks about resist shield, I can't really agree. It gives a few hundred more EHP but that is purely on in the theoretical engagement where you get your shield up before taking damage AND you are expected to keep it up throughout the entire engagement. There are plenty of times when you simply cannot predict damage regardless of skill. On top of this you are slowed down a lot by the resist shield throughout the entire engagement.
Therefor I prefer the Adrenaline Shield. It scales well with skill since it refreshes faster on kills and you are only slowed down for a short period of time since the shield is consumed. The downside is new engagements where it has not been given time to recharge(assuming Resist Shield would've let your normal shield recharge by that time).
I also don't think Resist Shield works on fall damage, and before one of the later patches there were plenty of other damage sources that the Resist Shield did not work for. Nanoweave also works for Adrenaline/NMG
TL;DR the pros outweights the cons, go Adrenaline Shield.
Honestly, it doesn't really matter what you get. You'll only take, at best, double the bullets to take down. Is that helpful? Yeah, but not much. You'll can't get exclusively ideal situations for your chosen shield. You'll always get jumped, and wish you'd had regular shield. Or you'll know someone is coming, and wish you'd had the resist shield.
The only class that is a bullet sponge is MAX, and they can still get gunned down quickly enough by a few people.
What really bugs me about this game after playing it for a few hours is how quick firefights take and how slow everything else is
I turn a corner and there's a dude standing there, it takes 2 seconds at most for one of us to die. Usually me. How could I have played that better? Not turned that corner? If I do kill him I don't know how I managed to kill him first. Was my gun better? Was I more accurate? No feedback.
Yet, walking from spawn to the fight takes ages.
it's kinda like counter-strike - with short bursts of activity after long waits of no activity. Unlike counterstrike, however, I feel like I'm made of paper.
maybe i should just git gud
[QUOTE=papaya;44056941]Unlike counterstrike, however, I feel like I'm made of paper.[/QUOTE]
we must be playing the same games with the names reversed
[QUOTE=papaya;44056941]What really bugs me about this game after playing it for a few hours is how quick firefights take and how slow everything else is
I turn a corner and there's a dude standing there, it takes 2 seconds at most for one of us to die. Usually me. How could I have played that better? Not turned that corner? If I do kill him I don't know how I managed to kill him first. Was my gun better? Was I more accurate? No feedback.
Yet, walking from spawn to the fight takes ages.
it's kinda like counter-strike - with short bursts of activity after long waits of no activity. Unlike counterstrike, however, I feel like I'm made of paper.
maybe i should just git gud[/QUOTE]
Universal law of closer quarter engagements in PS2:
If the enemy has a shotgun or SMG, you're fucked.
[QUOTE=Zeos;44053747]I didn't even realize that corpses didn't have either of these, I just kinda assumed there was a timer.[/QUOTE]
Well bodies have a decay timer, but it's like 2 minutes or something like that. Which I think could be changed, but I'm thinking something like 45 seconds to a minute, 30 seconds is a short amount of time to revive someone, especially maxes, who take 5 seconds to revive when using a max rank tool. I can only hope that starting the revive pauses the decay timer
[editline]26th February 2014[/editline]
And with the decay change, I think they need to change revive grenades. Those fucking things are so hard to get where you want them because of how shitty terrain is. It either bounces around and away from half the group, or it bounces off some dumb teammate that walked in front of you and hits no one. Shit needs to go through team mates and stick to surfaces
[QUOTE=BananaMed;44058002]Universal law of closer quarter engagements in PS2:
If the enemy has a shotgun or SMG, you're fucked.[/QUOTE]
Speaking of shotguns, next update the Mauler, Thanatos and whatever the TR equivalent is becomes a default weapon.
[QUOTE=Jimesu_Evil;44061722]Speaking of shotguns, next update the Mauler, Thanatos and whatever the TR equivalent is becomes a default weapon.[/QUOTE]
What do you mean? They are doing something with shotguns again? Link?
It sucks that they can't add ragdolls.
If they added it people with PCs that can't handle it are screwed. There would be a weird inconsistency if they added the ability to enable/disable ragdolls. Maybe if they made the death animations more 'dynamic'?
[QUOTE=Framperton;44062085]What do you mean? They are doing something with shotguns again? Link?[/QUOTE]
[url]https://forums.station.sony.com/ps2/index.php?threads/february-new-player-loadouts-questionnaire.167130/[/url]
If you go on the PTS and create a new character you'll already have access to the basic shotgun.
[QUOTE=Minelayer;44062118]It sucks that they can't add ragdolls.
If they added it people with PCs that can't handle it are screwed. There would be a weird inconsistency if they added the ability to enable/disable ragdolls. Maybe if they made the death animations more 'dynamic'?[/QUOTE]
They just added short decay timers on bodies right? How about, instead of straight-up removing the bodies at the end of the timer, they turn into clientside ragdolls instead. Then you can distinguish between a revivable and non-revivable guy by making the non-ragdoll people writhe around in pain.
You then have clientside ragdolls with no major impact on gameplay that can be disabled for low-end computers.
[QUOTE=Pilotguy97;44062429]They just added short decay timers on bodies right? How about, instead of straight-up removing the bodies at the end of the timer, they turn into clientside ragdolls instead. Then you can distinguish between a revivable and non-revivable guy by making the non-ragdoll people writhe around in pain.
You then have clientside ragdolls with no major impact on gameplay that can be disabled for low-end computers.[/QUOTE]
Hehe, now i'm imagining corpses spawning in stairs and spazzing out.
So NC has claimed Auraxis on Waterson. 45% pop. The entire platoon deflated almost entirely after the alert was over, lol.
It does make sense that masses of people would quit after an alert, though.
But yikes, 45% is a lot.
[t]http://cloud-3.steampowered.com/ugc/613918285837699261/704AD40C1AFC65CCB099E771E09E150003FA41B0/[/t]
You guys really need to hire a better interior decorator, those drapes are atrocious!
(I managed to hoof it solo all the way to the Vanu warpgate on the south side of Amerish from The NC Arsenal during an alert)
[QUOTE=The golden;44058736]I threw a few ranks into the Resist Shield to see if it made any difference and I think it allows me to take, at most, 2 extra bullets. It's really pathetic. I think a bolt-action shot to the chest with resist shield active leaves me with like 5 pixels of health I otherwise wouldn't have. Woohoo.
I do enjoy the quick recharge time but it slows you down while using it and basically does nothing. Using it rather than the NMG is handicapping yourself. A high rank of NMG is better than resist in every single way except recharge.[/QUOTE]
This is so wrong it hurts. First of all a bolt-action shot to the chest wont put you at a sliver of health even without a resist shield up. Second of all the resist shield will still give you the most effective health of any combination on the market. If you think the resist shield does nothing then NMG and Adrenaline Shield does even less, that is a fact.
[QUOTE=GoldenDargon;44064275][t]http://cloud-3.steampowered.com/ugc/613918285837699261/704AD40C1AFC65CCB099E771E09E150003FA41B0/[/t]
You guys really need to hire a better interior decorator, those drapes are atrocious!
(I managed to hoof it solo all the way to the Vanu warpgate on the south side of Amerish from The NC Arsenal during an alert)[/QUOTE]
Is that a suppressor on a longshot?
[img]http://facepunch.com/fp/emoot/barf.gif[/img]
Also keeping tradition with the tape player the new NS sniper rifle/scout rifle has an [url=https://www.youtube.com/watch?v=1O8VuM9Qd_w]op as fuck reload animation.[/url]
[QUOTE=mooman1080;44065095]
Also keeping tradition with the tape player the new NS sniper rifle/scout rifle has an [url=https://www.youtube.com/watch?v=1O8VuM9Qd_w]op as fuck reload animation.[/url][/QUOTE]
Jesus christ that thing sounds like it could throw rounds clean through galaxies.
I wish all the guns sounded that good now!
Using the new NS Sniper Rifle on PTS just makes me wish there was an NS Battle Rifle.
[QUOTE=BlackRainbow;44065230]Using the new NS Sniper Rifle on PTS just makes me wish there was an NS Battle Rifle.[/QUOTE]
Using the NS sniper rifle on the PTS makes me wish I could use it on other classes. And that it was actually useful. Ok I'll stop bitching about it now.
One thing I don't really understand is why NS would make use of a such a complex top loading mechanism, especially for a sniper rifle. I would have preferred something similar to the M1 Garand where after the last shot the mag just pops out. Maybe they will do something like that for the NS battle rifle?
It also makes me hope that when they finally release the NS shotgun it feels similar to the shotgun from Halo with the top loading shells.
Wait what the flying fuck, they buffed the Railjack to 10 shots per mag, and the Phaseshift still has no bullet drop, are they fucking serious?
I love the phaseshift, it looks sweet too. Might have to buy it...
Its a little awkward to use at first, especially consdering it loses a lot of damage at range (need to fully charge in order to one-headshot kill otherwise it'll take longer to kill compared to normal bolt actions), but the fact that I can follow up with a semi auto shot is awesome, and that I never need to really worry about reloading or ammo. In close range it works just like the semi autos uncharged - two shots in head to kill. Lots more recoil though.
[editline]27th February 2014[/editline]
Also love the fact that I now have camo for all my weapons/vehicles from the infantry camo I had bought a long while back.
[editline]27th February 2014[/editline]
[QUOTE=jiggu;44068644]Wait what the flying fuck, they buffed the Railjack to 10 shots per mag, and the Phaseshift still has no bullet drop, are they fucking serious?[/QUOTE]
Apparently the railjack charges though before it actually shoots and its super noticable trail now.
Technically its shot-to-shot time between hits is worse than their other bolt actions (kind of negating the claimed "near hitscan" of the weapon if you care about kill efficiency since you have to wait for the charge before the round leaves the chamber), but its still really nice at extra long ranges because of the velocity. It does seem odd though that it hold 10 rounds per mag, I was expecting 3 or so at most. I've heard it has a straight pull bolt built in too so you don't need to rescope after each shot but not sure about that.
[QUOTE=Framperton;44065941]
One thing I don't really understand is why NS would make use of a such a complex top loading mechanism, especially for a sniper rifle. I would have preferred something similar to the M1 Garand where after the last shot the mag just pops out. Maybe they will do something like that for the NS battle rifle?
[/QUOTE]
The way the SMG and sniper rifle are reloaded suggests that it functions like the [url=http://www.sarna.net/wiki/Needler_Rifle]needler rifle[/url] in Battletech, which is loaded with a block of plastic, which shaves off a jagged piece and shoots it via pneumatic action when fired (the NS weapons seem to use gunpowder).
That, or they use caseless ammo with a ridiculously stupid feed action - the cartridge in the NS7 is inserted into the back of the gun, but about a third of the magazine sticks up above the actual firing chamber, meaning that either the top third of the cartridge is pointless, or it has two separate springs to push the ammo up [I]and[/I] down into the firing chamber :v:
Oh god the railjack made it live? that's hilariously bad.
Welp time to buy it while it's op as fuck.
[QUOTE=KorJax;44069225]I love the phaseshift, it looks sweet too. Might have to buy it...
Its a little awkward to use at first, especially consdering it loses a lot of damage at range (need to fully charge in order to one-headshot kill otherwise it'll take longer to kill compared to normal bolt actions), but the fact that I can follow up with a semi auto shot is awesome, and that I never need to really worry about reloading or ammo. In close range it works just like the semi autos uncharged - two shots in head to kill. Lots more recoil though.
[editline]27th February 2014[/editline]
Also love the fact that I now have camo for all my weapons/vehicles from the infantry camo I had bought a long while back.
[editline]27th February 2014[/editline]
Apparently the railjack charges though before it actually shoots and its super noticable trail now.
Technically its shot-to-shot time between hits is worse than their other bolt actions (kind of negating the claimed "near hitscan" of the weapon if you care about kill efficiency since you have to wait for the charge before the round leaves the chamber), but its still really nice at extra long ranges because of the velocity. It does seem odd though that it hold 10 rounds per mag, I was expecting 3 or so at most. I've heard it has a straight pull bolt built in too so you don't need to rescope after each shot but not sure about that.[/QUOTE]
[quote]but the fact that I can follow up with a semi auto shot is awesome[/quote] You can even follow up with another Bolt-action shot which you can charge while it's readjusting the aim from the recoil.
And about the railjack, I tried it and could not notice any charge even though it says so in the description. It's just straight up far superior to almost all other bolt-actions in the game.
[QUOTE=Saber15;44069312]The way the SMG and sniper rifle are reloaded suggests that it functions like the [url=http://www.sarna.net/wiki/Needler_Rifle]needler rifle[/url] in Battletech, which is loaded with a block of plastic, which shaves off a jagged piece and shoots it via pneumatic action when fired (the NS weapons seem to use gunpowder).
That, or they use caseless ammo with a ridiculously stupid feed action - the cartridge in the NS7 is inserted into the back of the gun, but about a third of the magazine sticks up above the actual firing chamber, meaning that either the top third of the cartridge is pointless, or it has two separate springs to push the ammo up [I]and[/I] down into the firing chamber :v:[/QUOTE]
I wonder where they come up with the designs of certain guns. The NS weapons all feel like they are a combonation of starship troopers/Aliens and the way they feel they need to make them unique is by having whacy reloads.
Although, the one for the Vandal does look cooler, the revolvers and the SMGs sort of remind me of coo-coo clocks with how they open up when they reload.
On a patch-related note for the TR 'sniper' rifle: The Burst fire mode does really really well in close quarters-mid range. Maybe that should have been obvious, but I had anticipated using the 2 shot burst more than the 3 shot.
It is a really, really odd gun though. It's magazine size is so small that you really cannot afford to miss you targets with more than one burst. it badly needs an advanced forward grip at the very least though. The H recoil is really obnoxious when using 2 shot burst at range.
[media]http://www.youtube.com/watch?v=6txIAcXvVyY[/media]
[editline]27th February 2014[/editline]
[QUOTE=Framperton;44071042]I wonder where they come up with the designs of certain guns. The NS weapons all feel like they are a combonation of starship troopers/Aliens and the way they feel they need to make them unique is by having whacy reloads.
Although, the one for the Vandal does look cooler, the revolvers and the SMGs sort of remind me of coo-coo clocks with how they open up when they reload.
On a patch-related note for the TR 'sniper' rifle: The Burst fire mode does really really well in close quarters-mid range. Maybe that should have been obvious, but I had anticipated using the 2 shot burst more than the 3 shot.
It is a really, really odd gun though. It's magazine size is so small that you really cannot afford to miss you targets with more than one burst. it badly needs an advanced forward grip at the very least though. The H recoil is really obnoxious when using 2 shot burst at range.[/QUOTE]
It sounds like to me the new TR sniper is like a hybrid between a scout rifle and a sniper on the close-range end of the spectrum, while the Phaseshift is a hybrid between a scout rifle and a sniper on the long-range end of the spectrum.
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