Planetside 2 V6 - VS capped Indar? It's more likely than you think
9,264 replies, posted
i'm just using it when the guy is a bit too far away for my shotgun
The Commissioner just feels good though. With a laser sight I fight it pretty crazy accurate at 15m range. I often do really good hits just hipfiring at that range. The ironsight is dirt though.
Great experience. Finally winning an alert on Amerish, then - "Maintenance in 15m".
[url]https://forums.station.sony.com/ps2/index.php?threads/continent-locking-mini-update.188704/[/url]
Interesting. From what Muldoon is saying it looks like the first iteration of continent locking will be once a continent is captured, it will be locked (obviously) for [i]all[/i] players including the owning faction, and will remain locked until another continent is captured and locked. So in other words one continent will always be locked, forcing players to play on the other two for a while.
It's not exactly what we want with continent locking/lattice, but at least it should get everyone off Indar every now and then until the lattice comes. Problem is it'll probably end up just going [i]fight on Indar forever > cap Indar > ghost cap Esamir for an hour > back to Indar forever[/i]. Also I don't know if any servers still get pop-capped anymore, but if they do they're pretty screwed.
EDIT: Oh and capping a continent will be changed a little as well. Instead of the continent just flipping at 90% (or whatever the threshold is) territory ownership, once it gets to that threshold it will instead trigger an alert for the owners/majority territory owners. If the attackers win then they cap the continent.
I'm actually more excited for directives than cont locking to be honest. I love having personal goals to do on my own time. Plus the fact that they've said there will be unique cosmetics to be unlocked from the directives system only sweetens the deal for me.
-snip-
Am I the only one noticing the US servers being empty for the last 3 days?
coincidence, I haven't even played in like 3 days
What is there a maintenance and I'm just not aware?
[editline]6th June 2014[/editline]
I swear it doesn't say anything in the launcher
[t]http://i.imgur.com/clZ9iMm.jpg[/t]
Planetside 2 has the best artwork.
[QUOTE=Trainbike;45022072][t]http://i.imgur.com/clZ9iMm.jpg[/t]
Planetside 2 has the best artwork.[/QUOTE]
It's almost as if that's where 40% of the budget went.
Poor guy, if only his fuckin' medic wasn't running around playing spray'n'pray with his new toys
That Sythe on the top left is going to kill all those guys.
[QUOTE=Monkeytracks;45022493]That Sythe on the top left is going to kill all those guys.[/QUOTE]
Not if that Mossie coming in on the right gets them first.
my favorite planetside 2 artwork will always be this one
[t]https://assets-cdn.soe.com/uploads/dcsclient/000/000/006/142.jpg[/t]
As you can see, you got the NC soldier about to run over his buddy with his Flash, probably because his buddy didn't warn him about the Prowler trying to grind his Flash into the dirt. It's fine though, because there's a Terran LA hovering above his own team's tank C4ing it.
Then you got the Mosquito up there ignoring the Scythes in favor of trying to rocket pod his wingman, and the Vanu MAX just stomping in from the side ready to fuck shit up.
All in all, an accurate depiction of Planetside 2 gameplay.
late nights after large alerts are always fun for me, after party crashing on a NC and VS skirmish i decided to mess around and declare that base the slumber-party headquarters
at which point we partook in truth or dare
[t]http://cloud-3.steampowered.com/ugc/469812062802145169/60990F60E47E57BEFD66FA272FD970CDC890AF25/[/t]
dared the vanu to find me, freaking BR100 just walked up and blew my face off so i had to run back in a gal
[t]http://cloud-3.steampowered.com/ugc/469812062802147370/BE8720017A6CC06CBEDF85DC6D2A9FC613EE11CA/[/t]
our vanu friends ran off once the smell of certs appeared so we did the next best thing, pulled a pair of sundies and got the show on the road
[t]http://cloud-4.steampowered.com/ugc/469812062802150349/29EDA2F8043744A9A3E86A682DA2B8A4D152F132/[/t]
[t]http://cloud-2.steampowered.com/ugc/469812062802148873/DA0F599030DD64CFCA2E14ACF1E1E00C6F206FCE/[/t]
[t]http://cloud-3.steampowered.com/ugc/469812062802153431/4C91437D171FB2D9AD3045643851DBA58556F8C6/[/t]
we racked up some nice certs but all good things must come to an end
[t]http://cloud-3.steampowered.com/ugc/469812062802154723/8441E49286F1D3370A9C43A332DB9CBA67ADB28C/[/t]
I wish they didn't balance weapons by not allowing them to use certain scopes (EM1 for example can use a 1X scope and 3.4X and up, but not 2X. Obviously I'm not talking about sniper rifles here))
Have SOE revealed when we can expect the new ship (forgot the name of it) this summer?
[QUOTE=Viper123_SWE;45025095]Have SOE revealed when we can expect the new ship (forgot the name of it) this summer?[/QUOTE]
You mean the valkyrie.
And no nothing has been said since the reveal sadly.
Interesting upcoming vehicle changes.
[QUOTE]Tank Changes
We’ve started on some adjustments that are intended to encourage more exciting and interesting tank game play.
Currently, when a tank needs to move quickly, their only option is to go forward, which may not always be a good option. It limits the tanks options on how to get into position and can make getting caught in a bad position overly punishing. This encourages players to play overly safe by playing at a slow pace and keeping their distance from threats.
So here are changes we’re working on to help with these problems:
Tank reverse speed and acceleration will be made identical to the tanks forward speed and acceleration.
Gives tanks another option to evade when caught in a bad position
Allows tanks to retreat without having to expose rear armor
Improves a tanks ability to evade C4 and other weapons
Primary tank turrets will be stabilized. As the tank goes over rough terrain, the elevation of the turret won’t change with it (unless it hits a constraint).
Being able to more reliably fire on the move opens up more tactics
Tank effective ranges are being reduced. This consists of adding gravity and slowing down projectiles.
This should encourage tanks to get closer to the targets they intend to fight.
With the above three changes combined we hope to see tanks more involved in the battle. They have to get in closer which is more interesting and exciting, and at the same time are faster and more capable of shooting on the move.
Liberator Changes
For Liberators, we need to better balance the risk vs reward factor. We feel the risk for the Liberator is not high enough in most situations. Here are the changes we’re working on to address this:
Effective range of Belly guns is being reduced. This consists of slowing down the projectiles.
We feel the current range makes it too hard for ground forces to defend against the Liberator and makes it too easy for the Liberator to escape once it comes under fire. Lowering the range puts the Liberator more at risk and gives ground forces more time to respond, whether it is ducking for cover or returning fire.
Roles of belly guns are being better defined and receiving a reduction in effectiveness versus personnel (except for the duster)
Dalton is intended to be the premiere anti-tank weapon
Zepher will be similar to Dalton, doing slightly less tank damage, but being slightly better at anti-personnel due to its 6 round magazine
Shredder will be similar to Zepher in terms of tank damage, but by virtue of being a chain gun it will be slightly better against fast movers (harassers, aircraft)
Duster is intended to be the premiere anti-personnel weapon and will be receiving some buffs
Ammo capacity is being lowered on all belly guns
This is also part of the risk vs reward. These guns have so much ammo that they can just be spammed. This change is intended to make gunners think about whether or not a shot is a waste of ammo.
The bulldog will be receiving similar treatment that the belly guns are. Its effective range will be reduced and its roll better defined. Right now it’s good at everything including being better at anti-air than the walker. We’ll be reducing the projectile speed and possibly the blast damage to push it towards its intended role of a supplemental anti-ground weapon.
The tank buster has a 90+% equip rate and completely eclipses the other nose gun options. It is too effective against heavily armored targets and has improper risk vs reward. We’ll be lowering its damage so that it is closer to the Vektor. It will still be stronger, just not by such a huge margin.
Finally, the improvements to Liberator stock resistance to tank rounds and some heavy assault rockets made during the Liberator update are being reverted. The original change reduced too much risk. The stock Liberator will be back to being destroyed in around 2 hits from these weapons. Composite armor will still provide additional resistance but will ultimately be less than the current version.
ESF Changes
Moving along with the concept that the Liberator is becoming more anti-vehicle, there are some adjustments being done on the ESF side of things:
Rocket pod effectiveness against vehicles is being reduced.
They are all around to good. Good at killing infantry and good at killing vehicles.
Lowering their effectiveness against vehicles further defines the Liberator as the anti-vehicle air option.
Air hammer effectiveness against Liberators and other heavy armor vehicles will be reduced.
The weapon is capable of doing too much DPS to these targets.[/QUOTE]
[url]https://forums.station.sony.com/ps2/index.php?threads/upcoming-tank-and-liberator-changes.189062/[/url]
So cool tanks can drive faster backwards but they are basically just nerfing vehicles.
yeah they're nerfing most vehicles it seems. Dunno how I feel about it.
Closer range tank combat sounds fun but even with these changes you'll probably get shot in the arse all the time by heavies and just die instantly.
Although no one's mentioned it, I'm sure you know about it, apparently the latest update broke VR Training super hard. Some scopes are messed up and some classes can't even use their abilities.
[t]http://cloud-4.steampowered.com/ugc/3282310030096387381/EF95CF6DC12C06A9C769D51309DC293491276799/[/t]
[t]http://cloud-2.steampowered.com/ugc/3282310030096396375/94509B191156011FBB7A5859924CFA961A00EB54/[/t]
I have mixed feelings with this update.
On one hand, my racer chassi prowler is going to be hilariously agile now, going full speed in reverse sounds insane.
On the other hand, the prowler is a long range tank, having to approach a vanguard in order to engage it properly is going to be a pain, since vanguards are certain death at close range.
...But then again full speed reverse just means i can fuck off near instantly whenever a vanguard pops it's shield, so i dunno.
I think the update will be interesting, when does it go live?
[QUOTE=LtBubbles;45025558]I have mixed feelings with this update.
On one hand, my racer chassi prowler is going to be hilariously agile now, going full speed in reverse sounds insane.
On the other hand, the prowler is a long range tank, having to approach a vanguard in order to engage it properly is going to be a pain, since vanguards are certain death at close range.
...But then again full speed reverse just means i can fuck off near instantly whenever a vanguard pops it's shield, so i dunno.
I think the update will be interesting, when does it go live?[/QUOTE]
This helps magridgers SO much, being able to go damn near full speed in all directions is going top be hilarious.
I want to know to what extent this nerf to rocket pods is because this might make it even more impossible to deal with AA.
I might have to just start using hornet missiles again because at least with them I don't have to fly right into the AA whilst still able to land all my hits.
[QUOTE=alexojm;45025691]I want to know to what extent this nerf to rocket pods is because this might make it even more impossible to deal with AA.
I might have to just start using hornet missiles again because at least with them I don't have to fly right into the AA whilst still able to land all my hits.[/QUOTE]
Less damage to vehicles... so no more kamikaze lolpodding an anti aircraft GUN emplacement and winning.
[QUOTE=thisguy123;45025681]This helps magridgers SO much, being able to go damn near full speed in all directions is going top be hilarious.[/QUOTE]
Well they probably will not allow you to strafe at full speed as well, but the reverse does help a lot.
I hope rocket pods can still kill a lightning from behind in one volley. That is the only way that I've been able to kill a skyguard by myself.
[QUOTE=Shock_Coil;45027038]I hope rocket pods can still kill a lightning from behind in one volley. That is the only way that I've been able to kill a skyguard by myself.[/QUOTE]
If you are trying to 1v1 a skyguard you are probably better off using hornet missiles as they let you pull maneuvers to avoid his fire whilst landing hits and making sure you don't miss because he drives forwards and backwards. Is a better option too because as you are avoiding fire and directing the missiles you can be firing your nose gun.
Well that is obviously much easier said than done but from personal experience will give better results.
Failing that if you are a coward hide behind a hill at distance fire the hornets and once they are nearly above your target fly up and have them hit him. Cowardly and much less effective but it is still an option if you end up finding rocket pods to be underwhelming after the update.
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