• Planetside 2 V6 - VS capped Indar? It's more likely than you think
    9,264 replies, posted
I feel like I'm the only one who doesn't really give much of a shit what the server is called. As long as I can play on it, it could be called Assfarterson for all I care.
what's all this new server and server competition talk about all of a sudden?
[QUOTE=scratch (nl);45173213]what's all this new server and server competition talk about all of a sudden?[/QUOTE] Basically: - Higby Announces "All clear for Waterson + Mattherson merger" - Somebody comes up with a competition to decide who keeps their name - HYPEHYPEHYPEHYPE - Battle Begins, teamspeak for the server smash is completely full - Battle comes to a close, almost a tie but with Waterson in the lead. - Overtime Begins due to contested bases - Outfit leaders redirect to a one point base while random bloke caps another base worth 2 points - Mattherson Loses the One Point Base, believing we have lost the server smash when the announcers say "IT'S DOWN TO ONE BASE" - Galaxies swarm everywhere, Mattherson manages to save the day and cap the last base. - ServerSmash leaders believe Waterson to have won. - Kardes makes a shitty MSpaint picture showing that Mattherson actually won, gets posted everywhere. ヽ༼ຈل͜ຈ༽ノ Count Your Kardes ヽ༼ຈل͜ຈ༽ノ is born on the twitch.tv chat - Mattherson win is confirmed, all of the leaders of the Mattherson side decide to call it Emerald after an old planetside 1 server. Shit was weird though, 2 recounts in all and everything is confusing, really need to get a proper article written up on it.
Infiltrator update's come and gone already, right? But didn't SOE mention swords and also show a video of a deployable recon drone? The swords I couldn't have seen working in Planetside, but the recon drone looked pretty sweet.
[QUOTE=Lambda 217;45175252]Infiltrator update's come and gone already, right? But didn't SOE mention swords and also show a video of a deployable recon drone? The swords I couldn't have seen working in Planetside, but the recon drone looked pretty sweet.[/QUOTE] Delayed [sp]cancelled[/sp]
Melee weapons and recon drones were pushed off until later. Swords can totally work, they just need more abilities than "hurt dude." Giving them a small HP shield disguised as lightsaber-esque bullet blocking would make them viable close range weapons. Increasing user speed could also help. Just gotta get creative.
[QUOTE=The golden;45175432]I'm really not OK with the idea of more high-damage close range weaponry. Especially in the hands of a class which can cloak.[/QUOTE] which would you prefer though, an infiltrator dakkaing you to pieces in the back from across the room with an SMG or an infiltrator trying to run up behind you and thwack you with a sword in a setting where everyone has huge pew pew guns though still, if swords were a thing, I don't think the planetside 2 engine's hit detection and general movement is really cut out for stuff like that, which anyone trying to knife a running guy from behind will have discovered
These airchav nerfs are amazing, I actually managed to kill a skygod Liberator with its dedicated counter! My lone Racer 3 Skyguard vs a Tankbuster + Shredder liberator and a lolpod ESF The Lib and I see each other at about 500m, I start spewing flak at him as he swoops in to TB me as I'm mashing the forward and reverse throttle keys. He misses about a third of the TB shots at close range (would basically be dead before), then noses up to Shred me (guaranteed death before). I mash Fire Suppression and keep firing, he catches on fire and slams into the ground as a Scythe starts to lolpod me (guaranteed death before). I accelerate into the wreckage and run over the bailed-out gunner before I get crushed by the Liberator's corpse. :v: DELICIOUS AIRCHAV TEARS
I expect game to die for at least 3 days when the next patch comes out
[img]http://i.imgur.com/qmth7TJ.png[/img] Something commissioned by BCP
[QUOTE=Lambda 217;45176465]which would you prefer though, an infiltrator dakkaing you to pieces in the back from across the room with an SMG or an infiltrator trying to run up behind you and thwack you with a sword in a setting where everyone has huge pew pew guns though still, if swords were a thing, I don't think the planetside 2 engine's hit detection and general movement is really cut out for stuff like that, which anyone trying to knife a running guy from behind will have discovered[/QUOTE] They should just delete infiltrator and give recon dart to LA or something.
I would like to see the infiltrator and LA merged myself. Choose a jetpack or the cloak, access to all the weapons for each minus shotguns. But I see infiltrators as currently useless, so I'm up for giving them buffs and get them into the battle more, instead of sitting on rocks miles away.
I seem to be way more effective as LA than I am as heavy (in CQC). The fact that you can just gun down people from unexpected angles makes it so damn effective. I can in some cases win a 3V1 with it, which would be near impossible even with the jackhammer as a heavy. [editline]22nd June 2014[/editline] also the GD-7f is a rape machine at close range, just gotta watch your ammo as it tends to go up in smoke within minutes.
[QUOTE=munky91;45180200]I would like to see the infiltrator and LA merged myself. Choose a jetpack or the cloak, access to all the weapons for each minus shotguns. But I see infiltrators as currently useless, so I'm up for giving them buffs and get them into the battle more, instead of sitting on rocks miles away.[/QUOTE] yo, since they can use SMGs, I think most people's beef with the infiltrators is that they're dashing round bases invisible mowing down people instead of sitting on rocks miles away Also, I think Infiltrators would be way more useful if it was made clear to players that they could hack enemy terminals and turrets.
[QUOTE=scratch (nl);45181555]I seem to be way more effective as LA than I am as heavy (in CQC). The fact that you can just gun down people from unexpected angles makes it so damn effective. I can in some cases win a 3V1 with it, which would be near impossible even with the jackhammer as a heavy. [editline]22nd June 2014[/editline] also the GD-7f is a rape machine at close range, just gotta watch your ammo as it tends to go up in smoke within minutes.[/QUOTE] In my opinion the LA is the best at creating advantage or initiative. The HA is better with awareness since all other classes require initiative to beat HA, and awareness > initiative. So it's more up to your playstyle. [editline]22nd June 2014[/editline] [QUOTE=Lambda 217;45181874]yo, since they can use SMGs, I think most people's beef with the infiltrators is that they're dashing round bases invisible mowing down people instead of sitting on rocks miles away Also, I think Infiltrators would be way more useful if it was made clear to players that they could hack enemy terminals and turrets.[/QUOTE] I think bases needs multi-stage defenses including more shields, terminals, moving bridges and things like that. Maybe even autoturrets that deny an area until you've disabled or overpowered them. An infiltrator would be great at sneaking around and disabling the defenses while the enemies are distracted. An LA can scale most defenses and attack from inside and HA can overpower said defenses.
Yeah for a class named "infiltrator" they don't really do much infiltrating. And They could do with a few more infiltration objectives and things to do, to give them a reason to go sneaking. Like being able to disable base shields for a short while without tripping the reactor alarm. Or being able to mess with vehicles, causing weapon jams and stuff.
The infiltrator was the Anti-infiltrator update. Made them visible under dark light, gave everyone else a high-range weapon, with recon darts if you liked that.
[QUOTE=jiggu;45182118]I think bases needs multi-stage defenses including more shields, terminals, moving bridges and things like that. Maybe even autoturrets that deny an area until you've disabled or overpowered them. An infiltrator would be great at sneaking around and disabling the defenses while the enemies are distracted. An LA can scale most defenses and attack from inside and HA can overpower said defenses.[/QUOTE] As much of a jump-pad clusterfuck Subterranean Nanite Analysis is, I do love the fact that it has three clear stages.
More objectives and anything that keeps the battle from being around the spawn rooms would be great. I haven't had a good battle in at least 12 months now, though admittedly I play on Briggs. Every time I get into an even fight you know one side's platoon leader's going to look at the board and say, "Looks like we're actually fighting a battle here, everyone redeploy so they get bored and leave. We'll come back in 10 to cap the point and setup around the spawn room so they can't deploy."
hossin is out! they also broke assists which now get you like 400-300 xp per assist, so if you need some certs, get a high AOE weapon and shoot once, and let others take care of your target :v: [editline]26th June 2014[/editline] basically it gives you each possible kill xp you can. Normal assit, high threat target and extreme menace all at once.
[QUOTE=scratch (nl);45219777]hossin is out! they also broke assists which now get you like 400-300 xp per assist, so if you need some certs, get a high AOE weapon and shoot once, and let others take care of your target :v: [editline]26th June 2014[/editline] basically it gives you each possible kill xp you can. Normal assit, high threat target and extreme menace all at once.[/QUOTE] Aw damn, just as my membership ran out.
[QUOTE=scratch (nl);45219777]hossin is out! they also broke assists which now get you like 400-300 xp per assist, so if you need some certs, get a high AOE weapon and shoot once, and let others take care of your target :v: [editline]26th June 2014[/editline] basically it gives you each possible kill xp you can. Normal assit, high threat target and extreme menace all at once.[/QUOTE] if your card has "assist kills" or "xp distribution," place a chip [editline]26th June 2014[/editline] keep the bug reports coming in, i'm still downloading
200metres seems okay distance between spawn and cap. The fights in those stupid fucking towers with A point right under the spawn on Indar are such a shit fest.
You need Sunderers.
Then attack your own base from nearby.
The one thing that pisses me off a lot in this game is when i'm dead and 3 medics run over my body as if i'm not even there.
I sure love it when some prick on the same team aims at me with his rocket launcher while I'm scouting the outpost for enemy infantry with my mosquito. Those were my last resource points too. :(
Hossin doesn't look as nice as I was expecting. There's a few areas that are like "They totally made this to take screenshots of" but then the rest of just feels like there's not really anything neat to look at. Maybe I just haven't been to the right places though, I've only been able to explore about a quarter of it so far.
I remember it looking nicer on PTS a while back. It had less random walls completely blocking your way and more plants I believe.
Also I think those weird bramble looking plants with all the purple shit floating around them look really weird. The purple gas stuff looks more like a visual bug than an effect.
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