Planetside 2 V6 - VS capped Indar? It's more likely than you think
9,264 replies, posted
As a solo ESF you should not be spending your time trying to take out AA anyway unless confrontation is absolutely necessary or the AA is visibly badly damaged and vulnerable.
You should be trying to work around the AA instead stopping enemy infantry from advancing or providing air support by attacking vehicles giving your infantry a hard time so they can safely advance. The terrain is often more hilly than you realize and there are more obstacles blocking the AA from hitting you so generally you can avoid their fire if you are careful. Fly low whilst being observant of Maxes and rocket launchers.
People often fly too high and engage any form of AA that shoots in their direction getting themselves killed. Let the ground forces deal with them as MBT drivers love shooting at AA for you.
About damn time the Prowler got a stabilized turret.
Maybe now there will be an actual reason to use the tank's speed to its advantage.
Wow, if they do all the things they said then tanks will actually be encouraged to go around and fight things. And aircraft will be encouraged to do fast ground attack runs and assume they'll be hit and run away after unloading a volley. And it only took them this long to figure out the tankbuster was the only actual option.
Hell, maybe they'll even update the AI weapons to actually kill infantry more effectively than the AV weapons. I'm looking at you, Kobalt.
[QUOTE=alexojm;45027191]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.[/QUOTE]
Well I run rocket pods and the locust most of the time so I can do a bit of everything. I've yet to use the hornets but I imagine they are not as good against infantry than the pods are.
And yes guys, I know that ESFs are not meant to be able to go head on with AA. In order to take out a skyguard with the rocket pods from behind you have to manage to sneak around the thing and fly in close without it noticing. It's high risk but at least you can remove it from play so you can get back to supporting the area or taking out other targets where it was defending. If it sees you before you're able to start the volley you're going to need to pull off and have some down time to repair while the skyguard does the same. With more than one skyguard you're most likely not able to go after one without alerting the other.
Not a joke Hornets are actually better for killing infantry in my opinion this is one of the things that made me unhappy when I swapped back to rocket pods from hornets a little while ago.
With hornets because they follow where you look even if the infantry is running you will basically always hit your target as infantry is really slow. If you have ever found it hard to hit infantry with a nose cannon don't be discouraged it is piss easy to lead a rocket to infantry it is almost hard to miss once you have done it a dozen times.
Really? I'll have to nab my friend's mossy with hornets next time I'm on and try them out.
[QUOTE=alexojm;45027988]Not a joke Hornets are actually better for killing infantry in my opinion this is one of the things that made me unhappy when I swapped back to rocket pods from hornets a little while ago.
With hornets because they follow where you look even if the infantry is running you will basically always hit your target as infantry is really slow. If you have ever found it hard to hit infantry with a nose cannon don't be discouraged it is piss easy to lead a rocket to infantry it is almost hard to miss once you have done it a dozen times.[/QUOTE]
The other day I somehow got 6 kills with one hornet missile. I didn't think their splash was that large but I think I might try using them against clusters of infantry from now on and see how it goes.
I'm also really jelly of the mossy's sexy gun with the exploding rounds. Its so fun.
[QUOTE=Trainbike;45028274]The other day I somehow got 6 kills with one hornet missile. I didn't think their splash was that large but I think I might try using them against clusters of infantry from now on and see how it goes.[/QUOTE]
The simple reason is that rocket pods do little damage a piece but together are good but are prone to missing and causing a cloud of smoke around infantry. They give the illusion that they will kill a group but probably wont.
The hornets only let you fire 2 before reloading so they pack way more of a punch individually meaning you can kill loads of infantry if they are stood close together.
I spoiled myself a little yesterday.
Went out and got the kobalt for the flash, along with the cloaking system, stealth, and the hill climbing frame. Really nice for doing anti-infantry work.
[QUOTE=Ogopogo;45029526]I spoiled myself a little yesterday.
Went out and got the kobalt for the flash, along with the cloaking system, stealth, and the hill climbing frame. Really nice for doing anti-infantry work.[/QUOTE]
The Kobalt is great for infantry farming, though I generally find the Fury to be better - it seems like players have a harder time tracing the grenades back to their source, and the splash lets you slaughter swarms of enemies. :v:
What I don't understand is why they don't divide the abilities of pods into pods and hornets. The initial update didn't do anything about pods effectiveness toward infantry and armor, they just threw around a bunch of extra A2A weapons.
The flash handles like a fucking wheelbarrow, and it shouldn't.
I've had a flash go end over end through the air because I was going a little too fast when I hit the bump between a bridge and the road, those goddamn things just aren't safe, it's hilarious and occasionally infuriating
Honestly the flash should just be a hoverbike. Even if it didn't get strafing, it would at least not freak out over bumps.
[QUOTE=The golden;45032084]It's hard to even get someone to ride on the back of my Flash because they know it's just fucking suicide.[/QUOTE]
I'd rather walk.
[QUOTE=The golden;45032084]It's hard to even get someone to ride on the back of my Flash because they know it's just fucking suicide.[/QUOTE]
Getting into random Flashes is one of my favorite PS2 activities.
Like, I jump on the back of one with a straight, clear road between us and the next base, and two minutes later the Flash is stuck in between two rocks on fire and me and the driver are just standing looking at it spamming the "SORRY!" voice command at each other.
I was driving a flash recently and just before I went to drive to the next base a guy got on and the entire way there over proximity voice chat he was screaming "AAAAAAAAAAAAAAHHHHHHHHHHH WE'RE GONNA DIE" down the mike. Was some of the funniest shit that has happened to me recently. I mean I would have done the same thing if I was a flash passenger.
Also we made it there in one piece.
If the passenger could shoot forward it would also be useful. It would also put most vehicle mounted weapons to shame, sadly.
[QUOTE=munky91;45035987]If the passenger could shoot forward it would also be useful. It would also put most vehicle mounted weapons to shame, sadly.[/QUOTE]
Should allow a MAX to stand on the back with a foot on each fender.
Cloaking MAXs scare me much more than cloaking HAs.
[QUOTE=The golden;45025832]Looks like they're bringing the hammer down on aircraft being flying gods.
I'm 100% ok with this. Fuck, I'll even take some nerfs to my tank if it means aircraft finally get put in their place. They are fucking ruing the game in the state they are in.[/QUOTE]
New Pilot, as well as a tanker and infantry man since I don't do flying exclusively.
On the one side, I GET ABSOLUTELY LIVID with Flight fucks wasting their ammo on one target for the free kill. I also am glad the Liberator is getting fucking nut punched as an ESF pilot.
On the other side, its already hard enough as a new pilot to get used to things, the immense amount of certs gave me a reason to get into flying and get better with it. I still can't hit shit without stopping completely and sometimes those fucking carpet bombs on infantry are actually necessary.
As for the Tank updates, I already hate fighting Magriders, now they're just going to be annoying douche bags that NO ONE will enjoy using except farmers. The stabilization changes are amazing however.
More info on continent locking: [url]https://forums.station.sony.com/ps2/index.php?threads/june-continent-locking.189065/[/url]
[quote][b]Goals of Continent Locking[/b]
Give control over world state to the players. You control which continents are open for contest, you control when those continents will have alerts, and you control when warpgates will rotate. We’re going all-in on player agency and kicking the random number generator out of the PS2 meta.
Leverage the locking to scale combat space with population. With fewer active continents at one time to disperse the players, you have better fights and more balanced continent populations, especially off-peak.
Here is what we plan on delivering for the Continent Locking.
[b]New Continent Lock State[/b]
Continents will have a new Lock state. Multiple continents can be locked at a time.
When a continent is the locked state, spawning on the continent is disabled, interaction with any facility objects is disabled for all players, and all territories and warpgates will be owned by the locking faction.
When a continent must be unlocked, the least-recently locked continent will chosen, and that continent’s warpgates will be rotated. There will no longer be a fortnightly warpgate rotate, as rotates will be triggered by locking and locking alone.
[b]Population Regulation & Lock State[/b] (this may be part of a follow-up release and not in the initial release of continent locking)
The minimum number of unlocked continents will be determined by current world population.
The number of unlocked continents will be equal to a population value that can support good fights on those continents. In off-peak hours this might be a single continent, while in peak time it will likely be more.
If a continent is locked while at the minimum number of unlocked continents then the least-recently locked continent will be unlocked to maintain that minimum.
[b]Continent Lock Benefits[/b]
We are looking at reworking the continent lock benefits to be more impactful and appealing. Tell us what you would like to see!
If a continent is unlocked, it’s benefit is retained until another empire locks it, so no more benefit loss condition.
[b]Adversarial Alerts[/b]
Adversarial alerts will be how empires lock a continent, and unlike current alerts they will be triggered by player actions alone. No more RNG.
All currently existing alerts will be deprecated in favor of these new alerts.
These new alerts will be tied to the continent which triggered them, so simultaneous adversarial alerts on different continents will be possible.
Initially adversarial alerts will be purely based on territorial conquest. We plan on improving adversarial alerts over time with more unique mechanics for diversity in gameplay, such as payload, rabbit, capture-all-the-things, etc.
When an empire captures a certain threshold of a continent, an adversarial alert will be created. For the empire doing the conquering, the alert objective is to capture or maintain a certain amount of territory when the alert ends. For the other two empires, the alert objective is to stop the dominant empire from doing that. If the conquering empire wins, then the continent is locked; if not, then the battle rages on.
We will be tuning the values of the adversarial alerts if they end up being too difficult or too easy to achieve.
Please give us your feedback![/quote]
This will mean one of two things:
a) The end of Indarside
b) Nobody caps Indar so it's the only available continent [i]ever[/i]
Does this mean the death of relaxing ninja-capping at 2AM on a Wednesday?
Hopefully.
[QUOTE=Jimesu_Evil;45039421]More info on continent locking: [url]https://forums.station.sony.com/ps2/index.php?threads/june-continent-locking.189065/[/url]
This will mean one of two things:
a) The end of Indarside
b) Nobody caps Indar so it's the only available continent [i]ever[/i][/QUOTE]
I've been wondering why so many people have been proclaiming the death of indarside, because b is obviously the result :p
how the fuck
[t]http://i.imgur.com/ISSffat.jpgp[/t]
afterwards he showed me is ways of just driving over all barricades :v:
Should place one or two skyguards there and watch the burning wrecks (and angry words in the chat) fall out of the sky.
Log into the PTS from the 10th-12th to remind console peasants of their place.
[QUOTE=Jimesu_Evil;45056655]Log into the PTS from the 10th-12th to remind console peasants of their place.[/QUOTE]
Wait, we can play with them over the PTS?
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