• Planetside 2 V6 - VS capped Indar? It's more likely than you think
    9,264 replies, posted
[QUOTE=jiggu;45057524]Wait, we can play with them over the PTS?[/QUOTE] They're using the PTS for the PS3 at E3. So, yeah.
New patch notes for next week [url]https://forums.station.sony.com/ps2/index.php?threads/patch-notes-6-13.189799/#post-2748629[/url] [QUOTE]Tank Changes Tank primary turrets are now stabilized. (Their elevation will not move with chassis elevation changes, unless it hits the upper or lower constraint) Tank reverse speed and acceleration is now identical to the tanks forward speed and acceleration. Combat Chassis no longer improves reverse speed Racer Chassis applies to forward and reverse evenly Vanguard acceleration is being brought closer to the other tanks. It is still the slowest tank; it was just too slow. Magrider racer chassis now provides +10 kph instead of +15 kph. This brings it in line with the other MBT racer chassis. Effective ranges of most anti-tank tank weaponry is being reduced. Gravity on all primary cannon tank shells is being increased from 4 to 5 The 25 meter per second projectile speed scaling between tank cannons is being reduced to 15. High explosive tank rounds will also now have projectile speed change between factions. Lightning / Magrider HE projectile speed is being reduced from 175 to 170 Prowler HE projectile speed is being increased from 175 to 185 Vanguard HE projectile speed is being increased from 175 to 200 Lightning / Magrider AP projectile speed is being reduced from 225 to 215 Prowler HEAT projectile speed is being reduced from 225 to 215 Prowler AP projectile speed is being reduced from 250 to 230 Vanguard HEAT projectile speed is being reduced from 250 to 230 Vanguard AP projectile speed is being reduced from 275 to 245 Enforcer ML85 We’re bringing the range of this weapon down to better differentiate it from the Halberd. The Halberd has a range advantage, the Enforcer has a damage advantage. Direct Hit damage increased from 500 to 550 (Tank version only) No longer has acceleration mechanics Projectile no longer accelerates up to 300 meters per second Launch speed increased from 200 to 230 Gravity increased from 3.5 to 5 E540 Halberd Gravity increased from 3 to 5 Quality of Life/Misc: Some soccer (or football, if you're into that sort of things) cosmetics have been added to the Depot. Buy them or you're not a true fan. Added an option to turn down bloom. Soldiers who place explosives will now get an assist xp award if they are detonated by someone else and the explosives kill an enemy. Assist XP from explosive kills = exact same xp as a full kill Engineers can now equip the ammunition package directly by pressing the ability key (default: F) To match the above, the ammunition package is no longer equipped in the utility slot and it is no longer an alternate fire mode on the ACE Tool. The thrown ammunition package is now a physics object and is no longer in the deploy system. This will allow it to be thrown anywhere. The ammunition cert line can still be found in the Engineer Certs list. The Medic tool now uses right click to revive and left click to heal. The visuals on the Combat Medic’s Regeneration Field will now grow to match the range of the device as it is certed up. Adjusted the visuals on the Combat Medic’s Regeneration Field to improve performance. Sunderer owners now get 5xp per player who spawns on their deployed Sunderer. Increased from 2xp. Flash kills are now worth 100xp, increased from 25xp. Added spotting voice callouts for spotting both deployed enemy Sunderers and enemy spawn beacons. Adjusted lag compensation to improve overall responsiveness. Renamed ‘Pistol’ slot to ‘Sidearm’ slot. Crossbows are now listed as crossbows instead of being listed as pistols. Bug Fixes: Fixed various crashes. Fixed an issue that would sometimes cause players to spawn at unwanted locations due to deployment spawn list changing. Changing drivers in a Prowler or Sunderer will no longer cause the vehicle to teleport back to the initial deploy location. Addressed an issue where at some distances projectiles and bullets could ignore collision and hit through things like spawn room doors. Fixed explosives damaging facility objects, such as terminals, through geometry. Aircraft weapons should no longer be able to shoot through Biolab shields. Gateshield Diffuser will now function properly when activated while holding A or D. The Infiltrator recon tool description now lists the correct duration. The audio effect from a gravity pad will no longer persist when exiting a vehicle onto a gravity pad. Weapon sights will once again work correctly in VR Training. Class abilities will once again work correctly in VR Training. Fixed a bug where the Greenhorn Voice Pack was missing. Fixed various geometry bugs on Amerish and Indar. Fixed issues with decals displaying incorrectly on some TR Infiltrator armor. Fixed a skinning bug that kept the Reaver Tiger Fins from moving with the Reaver wings. Fixed the graphic for the latency meter to be scaled correctly. The 1x scope can now be purchased on the AS16 Nighthawk. The EM6 LMG will no longer incorrectly show an advanced laser sight for unlock.[/QUOTE]
Reddit is full of salty Vanu tears about the TR and NC tanks getting an even playing field with the Magrider, saying that the Mag needs a buff to compensate.
[QUOTE=Monkeytracks;45106756]Reddit is full of salty Vanu tears about the TR and NC tanks getting an even playing field with the Magrider, saying that the Mag needs a buff to compensate.[/QUOTE] Thats cause it does, SOE just butchered the Mag
Exaggeration. Frankly out of the all the velocity nerfs mags got the best deal. Magrider AP projectile speed is being reduced from 225 to 215 Prowler AP projectile speed is being reduced from 250 to 230 Vanguard AP projectile speed is being reduced from 275 to 245 The vanguard lost 30, mags lost 10. They lowered the scaling between factions from 30 to 15, despite all tanks losing velocity they brought mags closer to the other tanks. The only place magriders got an actual nerf compared to the other tanks was in HE. And that was because they all shared the same velocity.
Wouldn't the lowered velocities also be a buff to the Magrider since slower-moving projectiles means more ability to dodge with strafing?
one thing (and the only thing?) the magrider has is that it can point it's front armor to the enemy while strafing, unlike normal tanks which have to expose their sides. I don't know how good this in in CQC though.
[QUOTE=scratch (nl);45108949]one thing (and the only thing?) the magrider has is that it can point it's front armor to the enemy while strafing, unlike normal tanks which have to expose their sides. I don't know how good this in in CQC though.[/QUOTE] The fact that Mags can retreat to rocks and such without ever exposing a weak side is a massive boon.
[QUOTE=jiggu;45108961]The fact that Mags can retreat to rocks and such without ever exposing a weak side is a massive boon.[/QUOTE] I roll an AV vanguard with a dedicated gunner 24/7 and I rarely fight magriders if I can avoid it. I don't often put myself in a position where I'd consider them a huge threat but they're annoying as fuck to fight, and if you catch them off guard they just boost off and disappear. Fighting VS is just lame as fuck, I hate to do it.
[QUOTE=MuTAnT;45109514]I roll an AV vanguard with a dedicated gunner 24/7 and I rarely fight magriders if I can avoid it. I don't often put myself in a position where I'd consider them a huge threat but they're annoying as fuck to fight, and if you catch them off guard they just boost off and disappear. Fighting VS is just lame as fuck, I hate to do it.[/QUOTE] I imagined that as you being a shark going into a stim of fish and they all just zoom away from you. Here we go [IMG]http://i.imgur.com/DZY5HO8.gif[/IMG]
[QUOTE=MuTAnT;45109514]I roll an AV vanguard with a dedicated gunner 24/7 and I rarely fight magriders if I can avoid it. I don't often put myself in a position where I'd consider them a huge threat but they're annoying as fuck to fight, and if you catch them off guard they just boost off and disappear. Fighting VS is just lame as fuck, I hate to do it.[/QUOTE] Magriders only use that crap as fuck hit and run tactic because it's all it can really do... Heck their defining ability is a turbo booster, whereas the TR gets a Win fight via DPS button and the NC gets a "fuck all your damage" button, meaning the Magrider basically has to swoop in, try to deal enough damage to kill the other tank and bug out before the enemy can use it's super advantage button. Unfortunately this is an issue with the tank as a whole, it's designed to be manoeuvrable, nippy and mobile, with nothing special in the fields of damage output or direct survivability, In short, being annoying as fuck is all it can do. Heck, wonky annoying tactics is basically the VS calling card, it's nice that they actually HAVE some faction identity... but it'd be nice if it was useful. Take the Lancer for example, in theory a High accuracy AV laser cannon seems neat but in practise all it really does is inconvenience a tank forcing it to go to cover and repair for a bit.
[QUOTE=thisguy123;45109810]Magriders only use that crap as fuck hit and run tactic because it's all it can really do... Heck their defining ability is a turbo booster, whereas the TR gets a Win fight via DPS button and the NC gets a "fuck all your damage" button, meaning the Magrider basically has to swoop in, try to deal enough damage to kill the other tank and bug out before the enemy can use it's super advantage button. Unfortunately this is an issue with the tank as a whole, it's designed to be manoeuvrable, nippy and mobile, with nothing special in the fields of damage output or direct survivability, In short, being annoying as fuck is all it can do. Heck, wonky annoying tactics is basically the VS calling card, it's nice that they actually HAVE some faction identity... but it'd be nice if it was useful. Take the Lancer for example, in theory a High accuracy AV laser cannon seems neat but in practise all it really does is inconvenience a tank forcing it to go to cover and repair for a bit.[/QUOTE] Well the lancer is shit because all rocket launchers need to be balanced around all heavies having one. They're all pretty dirt for fighting tanks.
[QUOTE=jiggu;45109818]Well the lancer is shit because all rocket launchers need to be balanced around all heavies having one. They're all pretty dirt for fighting tanks.[/QUOTE] Yeah but out of ALL of them, the lancer is the most annoying simply because of the pop out from behind a rock and shoot play-style, you're going to take a mediocre amount of damage that's nothing significant but you better go fix it.
[QUOTE=jiggu;45109808]I imagined that as you being a shark going into a stim of fish and they all just zoom away from you. Here we go [IMG]http://i.imgur.com/DZY5HO8.gif[/IMG][/QUOTE] That's actually a pretty accurate description. I've never felt VS have anything I'd consider OP but their traits just make fighting them a pretty miserable experience.
[QUOTE=MuTAnT;45109947]That's actually a pretty accurate description. I've never felt VS have anything I'd consider OP but their traits just make fighting them a pretty miserable experience.[/QUOTE] As a longtime VS player I can say they loose in a straight up fight... The KOTV platoon leaders purposefully Order people to stop advancing in order to make the other two factions bored and attack each-other.
I thought the mag could now strafe and reverse as fast as going forward. That sounds like a huge bonus to the mag, unless I am wrong with that.
[QUOTE=KorJax;45110454]I thought the mag could now strafe and reverse as fast as going forward. That sounds like a huge bonus to the mag, unless I am wrong with that.[/QUOTE] Strafe speed is unchanged.
[IMG]http://i.imgur.com/EnEgY8j.jpg[/IMG] So uh... This decal was added to the PTS.
If SOE wants money they could sell more (artistic) customizations for weapons. Perhaps other models for sights (which don't change the reticle) and I dunno, perhaps different looking barrels?
[vid]https://dl.dropboxusercontent.com/u/34087914/webm/1402836504962.webm[/vid] fucking incredible
I wish I could play Planetside 2, It looks fucking epic with it's current development
Have they fixed vehicle FOV yet? No? :-(
Good news all Prosieben players, you can soon [july 1] transfer your account to an soe one! No more second class citizenship for you! [url]https://forums.station.sony.com/ps2/index.php?threads/soe-psg-important-faq-for-upcoming-player-migration-from-psg-to-soe.190230/[/url]
Beta players are already on SOE servers no matter what region they're from right? [editline]18th June 2014[/editline] also people on PTS are saying the nerfs are hitting really hard. People can't even hit a strafing vanguard at a distance of over 200 meters because of the bullet velocity nerfs and the reverse speed buffs. I like that SOE wants to take on multiple aspects of tanks, but they shouldn't try releasing every buff/nerf at once as they can fuck up balance to great extends. Release one, test it, think about how future nerf/buffs can make it better/worse and then adjust it.
[QUOTE=BigBadWilly;45135359]I wish I could play Planetside 2, It looks fucking epic with it's current development[/QUOTE] Well, why don't you just do it? Your computer can't handle it or what?
Long patch notes so I wont quote [url]https://forums.station.sony.com/ps2/index.php?threads/update-notes-june-19th.190316/[/url] most things are pretty sensible.
I didn't realize Zepher was meant to be an AT weapon, it was so great at killing infantry
Since yesterday when spawning, I'd get damaged until I died as if I was in a restricted area, even in the fucking warpgate. Anyone else got that bug?
[QUOTE=jiggu;45154725]Long patch notes so I wont quote [URL]https://forums.station.sony.com/ps2/index.php?threads/update-notes-june-19th.190316/[/URL] most things are pretty sensible.[/QUOTE] Well they are decreasing on hit damage for rocket pods and increasing on hit damage for hornets I think I will switch as I was good with hornets anyway and I like their ability to take out infantry easier and now they are even better for killing vehicles. To be honest I am happy about this as I always liked hornets more I just wanted them to deal a bit more damage and now they do.
[QUOTE=DEMONSKUL;45154765]Since yesterday when spawning, I'd get damaged until I died as if I was in a restricted area, even in the fucking warpgate. Anyone else got that bug?[/QUOTE] ultimate SOE design tactic to ensure no more cowards hiding in spawn rooms adjusting the camo on their armor the battlefield will never be the same
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