Planetside 2 V6 - VS capped Indar? It's more likely than you think
9,264 replies, posted
[QUOTE=munky91;46556306]I don't want everybody to have generic assault rifles. The current weapons ARE generic assault rifles. I can't identify any of the carbines from each other, at least.[/QUOTE]
I have been saying that since the beginning.
There is very little to differentiate the factions, and there has been from the beginning.
Only differences are 2 vehicles, said weapons for vehicles, the maxes, rocket launchers, and snipers.
Literally everything else is "empire equivalent"
It was one of the main reasons I stopped playing. That + the grind+ the toxic, disorganized outfits on my servers.
Which brings me to my question: What did I miss? Last time I hopped on I checked out the dynamic holo sites, and played around a very little bit with the new aircraft.
Infantry fight circlejerks and vehicle ganking is kinda fun. But yeah, it is sort of a stagnant game right now with how disposable everything is and how easy defense is.
Similar factions doesn't bother me too much. The loss of daily certs does make it feel like it takes forever to get anything new / useful. Haven't noticed too much player toxicity (in-game, the forums are a joke), and am pleasantly surprised at that. I do hate the balance of things. Infantry can kill everything, air can kill everything, and tanks can only kill land vehicles. AI weapons are so shit that an AV weapon is literally better at killing infantry.
And then the defensive advantage stifles any hope of creativity by players in defending/attacking a base; it's all a game of numbers. Unless attackers can completely outnumber defenders, they're pretty much boned. It just takes so long to capture a base.
[QUOTE=munky91;46597566]Infantry fight circlejerks and vehicle ganking is kinda fun. But yeah, it is sort of a stagnant game right now with how disposable everything is and how easy defense is.
Similar factions doesn't bother me too much. The loss of daily certs does make it feel like it takes forever to get anything new / useful. Haven't noticed too much player toxicity (in-game, the forums are a joke), and am pleasantly surprised at that. I do hate the balance of things. Infantry can kill everything, air can kill everything, and tanks can only kill land vehicles. AI weapons are so shit that an AV weapon is literally better at killing infantry.
And then the defensive advantage stifles any hope of creativity by players in defending/attacking a base; it's all a game of numbers. Unless attackers can completely outnumber defenders, they're pretty much boned. It just takes so long to capture a base.[/QUOTE]
How does the player pop fare? Steam charts notes a meager 5.4k peak in the last 24 hours. That any larger from people using the non-steam client?
There's usually big 96+ vs 96+ battles in a few spots on a couple of continents simultaneously when I've played. I've not really noticed fighting any particular people repeatedly. I don't think you'll be hurting to find a fight, but with how easy defending is small fights tend to devolve into huge fights rapidly and then burn out. So really it's small fights that are harder to find, comically enough.
I just upgraded my computer, and I can finally run Planetside 2 on better than low settings. Dunno what I can do yet, but I'm holding steady at 50-60 fps on Ultra just driving around. No big fights right now to test it out on. This is pretty neat, yo.
Truth
[url]http://youtu.be/XOw8EPzty4g[/url]
It really is sad when you join a platoon and all they do is move down the lattice chain till they hit a wall, then jump to another line and start another zerg. It almost is Casualside 2 these days.
True, it's pretty much all deathmatch. And of that, most of it is infantry fighting.
We'll just hope bases get easier to grab. Otherwise, just pick the game up for a little deathmatching every now and again.
I've recently started playing again, and i've just found this article for a few years ago:
[url]http://www.pcgamesn.com/planetside/planetside-2-s-three-year-plan-player-owned-bases-seamless-continents-and-npc-armies-all-under-consideration[/url]
It's really disappointing how there isn't even anything close to those things yet and how development seems really slow. It's been over 2 years since the game was released and so far they've only released 2 new vehicles and a new continent. There's been other changes but not really anything that significantly adds to the game. By that i mean while stuff like the lattice system is great, but it's not really as game changing as something like player owned bases or more new vehicles would be. It's been two years without any mention of any big gameplay features being worked on, i don't have much hope for them now. There's so much potential for the game and so far it seems like they aren't really doing much with it. It seems a lot of the work they've done so far has been fixes and balance changes, so it's taken 2 years just to get the game to where it should of been in the first place.
I did not realize that the horn made sparkle confetti. now I wish I did buy that bundle
[QUOTE=ief014;46679122]I did not realize that the horn made sparkle confetti. now I wish I did buy that bundle[/QUOTE]
It is great fun to use especially as it is for both the ESF and MBT.
Got back into the game to find all my characters and items missing. Did I miss something important?
December update is here. Patch notes:
[quote]
[B]Wieldable Knives[/B]
Knives can now be wielded by holding down the quick knife button or via gear slot 8. In general a wielded knife can swing faster than the quick knife.
Knife hit detection has been adjusted to be more precise. Knives can now get head shots and will play impact effects on the surface they hit.
A new knife has been added to each empire. They are slower to equip and swing than the default knife, but when wielded, they can be activated by switching fire modes. When activated, these deal increased damage and emit audio and visual effects.
[B]Spitfire Turrets[/B]
The new Spitfire Auto-Turret is now available for engineers. Located in their ability slot, the engineer can construct a Spitfire Auto-Turret that will automatically engage hostile infantry within 50 meters.
[B]Customizable Profile Banners [/B]
Profile banners are now available to customize your Profile and Death Screen.
Banners are customizable from the My Profile Menu. Banners can be obtained from the Utilities section of the Depot or from completing Expert and Master level weapons directives.
[B]Key Reminders[/B]
When entering a vehicle or switching classes, a relevant key reminder will now display for a few seconds.
If you don’t want to use this really cool feature that we spent a lot of care and attention on, you can disable it from the Interface Settings page. It’s fine, whatever.
[B]Winter Holiday Event Directives[/B]
New Holiday Directive added
[B]Snowmen[/B]
Snowmen are spawning on Esamir
Stone Snowmen are spawning on Indar, Amerish, and Hossin
Golden snowmen can be found on all continents
Snowman XP will now be shared with all squad members within 300 meters
[B]Store[/B]
New Holiday Items available for purchase.
New NS knife “Icikill”, Your Ice Cold if you get 100 kills with this knife
Holiday Hats with 50% XP Boost when worn , TR/VS/NC/NS *seasonal item
Holiday Bundle, contains the following:
All Holiday Hats (50% XP Boost) *seasonal item
“Icikill” knife
Deep Freeze Pistol (From last year)
14 day Squad XP boost (50%/5%)
“Season’s Greetings” Profile Banner
Digital Snowflake Hood Ornament
*Seasonal Items can only be equipped during appropriate holiday events
[B]Additional Tier Added to Implants[/B]
New Tier 4 Implants, Tier 4 implants have an energy cost of 1.25 per tick
Overall Implant rates have been adjusted to accommodate the inclusion of new Tier 4 implants.
Hold Breath 4
Increases hold breath duration by 4 seconds
Clear Vision 4
Reduce effects of Flash and Concussion grenades by 90%
Emp Shield 4
Reduces EMP effects by 90%
Sensor Shield 2
Allows player to remain hidden from sensors while sprinting, unless they are within 20 meters of the sensor
Regeneration 4
Regeneration per second 7%
Safe Landing 4
Fall damage resist 50%
EOD Hud 4
Detect range 25 meters
Battle Hardened 4
Flinch Reduction: 80%
Camera Shake Reduction: 50%
[B]Additional Implants[/B]
Battle Hardened 2 (Tier 2)
Flinch Reduction: 65%
Camera Shake Reduction: 40%
Battle Hardened 3 (Tier 3)
Flinch Reduction: 70%
Camera Shake Reduction: 45%
Clear Vision 1 (Tier 1)
Reduce effects of Flash and Concussion grenades by 30%
Clear Vision 2 (Tier 2)
Reduce effects of Flash and Concussion grenades by 40%
EMP Shielding 1 (Tier 1)
Reduce effects of Flash and Concussion grenades by 30%
EMP Shielding 2 (Tier 2)
Reduce effects of Flash and Concussion grenades by 45%
[B]Additional Implant Changes[/B]
Battle Hardened 1(original)
Flinch Reduction reduced from 75% to 60%
Camera Shake reduction reduced from 50% to 35%
Regeneration 3 (Tier 3)
Regen percentage per second decreased from 6.6% to 6%
Safe Landing 3 (Tier 3)
Resist percentage decreased from 46% to 40%
Clear Vision 3 (Tier 3)
Reduced effectiveness against Flash and Concussion grenades by roughly 30%
EMP Shield 3 (Tier 3)
Reduced effectiveness against EMP effects by roughly 20%
[B]Balance[/B]
Red dot Sights added to all NS Pistols
Spiker Clip size increased from 14 to 16
Banshee changes
Max indirect damage decreased from 200 to 150
Min indirect damage increased from 1 to 10
Inside damage radius decreased from 0.5 to 0.3 meters
Outside radius decreased from 2 meters to 1 meter
New fire audio
Increased size of impact explosions
Vulcan changes
Prowler
Min COF increased from 0.5 to 1.1
COF bloom removed
Damage falloff max range increased from 130 to 200 meters
Clip size increased from 60 to 90
FP tracers increased to 1:1
Harasser
Min COF increased from 0.5 to 1.1
COF bloom removed
Damage falloff max range increased from 65 to 95 meters
Clip size increased from 60 to 90
FP tracers increased to 1:1
[B]Ability to Ban Players From Squads/Platoons[/B]
Squad Leaders can now ban players from joining the squad leader’s squad by clicking the player's name in the squad menu and selecting “Ban From Squad”
The banned player will no longer be able to be invited or join the squad
To clear the current ban list a squad leader can press the “Clear Ban List” button on the squad menu
If the squad is disbanded it will also clear all players from the ban list
[B]Ability to Hide Certain HUD Elements[/B]
Missions: The mission elements can now be toggled off. Players will still have the active mission (so they will get the bonuses for it when it is completed), but the ui elements related to it will no longer be visible (text above the minimap, minimap icons, 3d icons).
Group Login Notifications: Group (squad/platoon) notifications can now be toggled off. Player will no longer be notified when another player joins/leaves his/her squad/platoon.
Outfit Login Notifications: Outfit login notifications can now be toggled off. Player will no longer receive notifications when outfit members log in or out.
Implant Drop Notifications: Implant drop notifications can now be turned off. Player will no longer see notifications for implant/charger drops. The item will still print to chat, however.
[B]Identify Friend or Foe Improvements[/B]
Building interior textures and colors changed to assist in picking out players against the walls
VS character base texture and tint pattern mask adjustments to assist with visual IFF
[B]Depot Additions [/B]
The No-Helmet Helmet is now available in the Depot. Or, the helmet is now not available in the Depot. Whatever your preference.
Hard Light helmets are available in the Depot
New Profile Banners are available in the Utilities section
New Holiday items
O Canada, we stand on guard for thee
Poland is not yet lost
[B]Misc[/B]
Zone Queue Notification window has gotten a pass to implement player feedback
Added a longer trail the Liberator Zepher and Dalton projectiles, similar to the duster trail
Updated icons for Engineer MANA Turrets; they now represent the constructed turret instead of an icon with the ace tool
The Flash Wraith now has a visual component
The Magburner now has a visual component
The Nanite Auto Repair system now has a visual component
The Fire Suppression system now has a visual component
The Vehicle Stealth system now has a visual component
The Ejection system now has a visual component
The Flash Turbo now has a visual component
The Liberator LF 100 Afterburner now has a visual component
Player Studio: Added PS tool materials for a rigid helmet and character to help out our Blender users
All country flags should now be equippable as outfit decals (PS-805)
VS Heavy Armor had more tintable areas added
Made the VS MAX composite shoulders full camo
Added small shoulder pads to VS Engineer, Medic, and Light Assault starter look
Shooting water at close range should no longer be a performance hit (PS-568)
Reduced the collision size of grenades
Increased size of 40mm muzzle flash
Reverted Serro Listening Post and Vanu Asylum to pre-halloween event names
Updated the pose for the TR Max when locked down
Voice chat is getting a hardware upgrade
[Edit] Some players that received part of the 2nd year anniversary bundle by mistake will no longer see those items in their inventory
[Edit] Players that have already completed a directive that rewards a profile banner will receive the profile banner via grant throughout the day
[B]Bug Fixes[/B]
Players should jitter much less when viewed at distant through scopes
Fixed an issue where some of the heavy bullet impacts (Tank Buster, Vulcan, etc) were not playing the correct impact audio
Voice Over sample rate has been doubled to improve overall quality (PS-734)
All the NS red dot sights should be the same size as the equivalent NC, TR, and VS versions
Fixed some skinning issues on holographic armors
Fixed a bug where swamp water appeared black on medium and lower graphics settings
Vehicle explosions will now correctly damage players again
Deployable placement (specifically Engi turrets) will no longer fail after a successful confirmed placement
Instant Action key shortcut will no longer work through Depot or Top Up UI windows
Activating cloak will no longer cause the 1p character to completely disappear for second before the cloak effect appears
Consistency pass on a subset of weapon tooltip icons
Improved 3p animation of Ace Tool deployment
Improved 3p animation of crossbow reload
Fixed 3p animation issue where weapons could float in the air after a player dies
Fixed 3p animation arm clipping issue with engineer turrets when looking left or right
Fixed twisted arm in 3p sniper rifle animations
Fixed twisted left wrist in 3p primary weapon animations
Players will no longer crouch when shot with an underbarrel weapon active (PS-878)
Cyclopean helmet should now display properly on male characters in 3p view (PS-872)
Animation bug fix for a pop when transitioning from sprinting to aiming down sights
Amerish Bio Labs had a wall with LOD issues (would disappear) that has been addressed
Resource bar will no longer get stuck on screen if a player switches classes while it is flashing
Faction issues with the Death From Above decal have been addressed
The Baron G5AE should now correctly award shotgun kills for Directives (PS-804)
Harasser: Vehicle kills should now correctly award Driver Assists for Directives
Gun Kills credit will no longer be awarded for destroying vehicles in the VR zone (PS-652)
Esamir Bio Labs Teleport Room shields have been aligned correctly
Waterson’s Redemption vehicle terminal can no longer be hacked through the wall
ESF displays should now display consistent max altitudes (PS-162)
Players should no longer be able to get into an invisible state by switching seats on the Flash (PS-767)
Fixed a bug where helmet effects would play over air vehicles while in3p camera (PS-714)
Fixed incorrect tooltips on M20 Basilisk-F ammo capacity certifications
Harasser Predator Bumper should no longer inherit camo on one side (PS-715)
Harasser Rumble Tire Spikes had a red spot removed and will no longer inherit camo
Fixed a weapon clipping issue with the 3p TR heavy breastplate armor
Antiquated Crossing: Removed a spot where a player can get stuck between the wall and a support column
Added no deploy area to Construction Site Epsilon
Ghanan Tech Plant spawn shield should correctly drop with destroyed SCU generator
Ixtab Amp Station: Relocated a badly placed gravity lift
Added drop pod zones to Kessel's Crossing
Removed plants clipping into Hunter’s Blind
Fixed stretched rock textures at Hvar Northgate Garrison
Removed a hole where players could get stuck at Tawrich Recycling
Zurvan Amp Station: Aligned gravity lift shield
Cloaked enemies should no longer glow under certain conditions
NC Composite Armor had decal stretching fixed (PS-735)
NC GD RefleXR sights have comparable camo coverage now (PS-229)
Decals now visible on NC MAX Auraxium Infused Plating
NC Razor GD-23 ADR icon now correctly represents stock
NS Compound Helmet now correctly attaches to the player’s body
Fixed a typo in the NS-15M1 description (PS-807)
Hot Keys to select class/vehicle and character loadout can now be used on all screens instead of just on terminal screens (PS-189)
Fixed an issue that was preventing sorts in both directions on the outfit members list (PS-678)
GSD visual FX fade out has been shortened
Pump action shotguns should no longer cause a quick ADS between shots
Shield Regen Device effect on players should now be more visible on TR
The Lightning's Skyguard is not the faction specific color for each faction and if a camo is equipped, the camo is also applied to the turret
Cyclopean Helmet will no longer cause stretched textures on the characters in 3p
Frostbreaker Helmet had a stretched texture fixed
Fixed a rough LOD swap on a Tech Plant art asset
Auraxium Infused Plating should now display the appropriate look
TR: MH2 (2x) reticule preview icon has been fixed
Prowler Deluxe Banded Trim visuals adjusted (PS-588)
Prowler Gold Trim should no longer display as black on some settings (PS-526)
T4 Amp description fixed when displayed on death screen
Spawn locations adjusted to be more effective
Generator HP bar should no longer overlap the Generator icon at certain resolutions
Mine Guard description updated to match functionality (PS-691)
VS Heavy Assault Hard Light Armor on female models should have leg pieces now (PS-893*)
VS Infiltrator Hard Light Armor on female models should have shoulder pads now
Phaseshift VS-S no longer lists ammunition count
VS Sentinel voice pack description corrected
VS Zealot voice pack description corrected
VS Skorpios no longer had a wrist bend in 3p
Shifted VX6-7 red dot optics so they rest on the rail properly (PS-301)
Deployed ammo packs will no longer float above stairs in some locations
Player collision updated in some areas of the warpgate stairs
Fixed offhand arm animation clipping bug with rocket launchers being equipped or unequipped in 3p views
Weapon should no longer shake when ADS and walking forward
Harasser: Toe Cutter Rims are now attached to the vehicle correctly
KSR-35 should now auto-reload correctly when on empty mag while ADS
Cloaking immediately after firing a weapon should be more consistent (PS-762)
[/quote]
Source: [URL="https://forums.station.sony.com/ps2/index.php?threads/game-update-12-18.210014/"]https://forums.station.sony.com/ps2/...-12-18.210014/[/URL]
First of all really happy about being able to wield knives as can now admire the knife I got in the second anniversary bundle properly and hopefully kill people easier as it will do more damage that way.Also happy to see the spitfire turrets making it into the update and not be delayed. Gonna be funny to see these spammed all over the place for a few days. Oh and guess it is time to get me the new tier 4 implant I want.
Annoying that they are hours behind me meaning I have to wait until 2pm until they will even take the servers down to apply the patch. Then I have a wait an hour or two before it is propperly applied meaning I cannot enjoy the update until around 3pm - 4pm.
[quote]New NS knife “Icikill”, [b]Your[/b] Ice Cold if you get 100 kills with this knife[/quote]
For shame.
Been out of the game for a while and recently started playing again. For some reason my medigun can't revive anyone; it doesn't lock onto the body. It's particularly aggravating when another medic runs up and revives them with no problem, did anyone else have this issue?
[QUOTE=Fyhlen;46739273]Been out of the game for a while and recently started playing again. For some reason my medigun can't revive anyone; it doesn't lock onto the body. It's particularly aggravating when another medic runs up and revives them with no problem, did anyone else have this issue?[/QUOTE]
Left-click is for healing, right-click is for reviving.
Also crikey this update sounds cool
Pleasantly surprised about the spitfire turret I was not expecting it to be as useful as it actually is. For starters the target acquisition sound is a really good early warning and it seems to have a psychological effect on players as once the sound plays they become apprehensive then back off and give you the edge. I have been placing these down randomly in populated areas be it in buildings or out in a field and I am getting loads of assists and despite the poor damage the odd kill here and there from random bullets hitting a low health player.
Unlike the MANA turrets that you have unlimited of on your person that you can just keep shoving down wherever you go the spitfire works with the ammo system like grenades and C4. Thankfully though it does not cost you and is just a case of find a terminal to restock. I would assume they did this as assaulting or defending bases full of these would be a nightmare if engineers could just keep putting them back down if they blow up. This also means that unlike the MANA turrets if you die the turret isn't going anywhere this thing will stay where it is until it gets blown up or you place another down in another location. I really like this but do however hope they add an upgrade to carry 2 at a time as I find myself placing one down then moving on to another place forgetting to restock and not having one to place down as ammo packs don't resupply it.
Yeah I actually kind of like it and will probably keep using it at least for awhile it is a really good tool for area awareness and distraction/assisting in killing. Oh and another cool thing is these now give decoy grenades a use as the turret will fire at the decoy and ignore the player so this is a great way to rush a room full of them and take them out.
[editline]18th December 2014[/editline]
Forgot to say that they have been experiment with making the turrets hack-able for infiltrators but have been running into some problems but do still want to make it possible in the future if they can.
[QUOTE=Kebab;46740382]Left-click is for healing, right-click is for reviving.[/QUOTE]
Well, that explains it. Thanks muchly.
and yet, still no mention of fixing vehicle ejection bug.
These autoturrets sound awsome. Nice and beefy and also distinct enough to be instantly recognizable.
[QUOTE=Trainbike;46744564]These autoturrets sound awsome. Nice and beefy and also distinct enough to be instantly recognizable.[/QUOTE]
It might just be the first day of their release but my Spitfire has most likely already made the most awesome kill it will ever get. I had it placed outside to help defend from people coming up a hill and a valkyrie flew past and my turret was just able to keep up with it and shoot at one of the guys in a rumble seat and steal the kill from another player who was also shooting at the same guy. I think killing a guy from a moving aircraft doing a flyby is the best kill it is going to get. I am really happy they shoot at players in rumble seats despite not shooting at the vehicles themselves.
Vulcan is actually good now. Maybe too good in the Harasser's case, I don't know what the other factions have that can compare. Halberd is kind of like the other two faction AVs, but Vulcan is totally different.
NC have the enforcer which is not too bad either. I haven't tried the new vulcan yet though.
Just a heads up, the special christmas deals have begun. Today's sales are the AV mana turret for 99sc and the member's sale is the beret at 89sc. I think implant related stuff has a blanket 50% sale today too but who really gives a shit about implants?
[editline]22nd December 2014[/editline]
Also if you haven't been checking your emails you might want to consider doing that if you're thinking of buying some SC because they've been sending out codes every day with a random amount of bonus SC (e.g +50% on your next purchase).
[QUOTE=Trainbike;46770263]I think implant related stuff has a blanket 50% sale today too [B]but who really gives a shit about implants?[/B][/QUOTE]
Is this a joke some implants are incredibly useful and can make the difference between winning and losing a base. As an example the regeneration implant at tier 3-4 does away the need of having a medic nearby if your good enough as it heals you so quickly. I mainly play an engineer so I can keep myself stocked up with unlimited ammo. Before implants it was a case of defend a point and lose a bit of health each time a player comes to take it then eventually die but now the implant just puts me back to 100% health after each person I kill. With being able to keep myself at 100% health and ammo after each assault I can indefinitely hold a point by myself if I need to. This has helped in the defending and attacking of many bases.
I literally wouldn't want to play anymore without the regeneration implant it is that good in the later tiers.
[QUOTE=alexojm;46770996]Is this a joke some implants are incredibly useful and can make the difference between winning and losing a base. As an example the regeneration implant at tier 3-4 does away the need of having a medic nearby if your good enough as it heals you so quickly. I mainly play an engineer so I can keep myself stocked up with unlimited ammo. Before implants it was a case of defend a point and lose a bit of health each time a player comes to take it then eventually die but now the implant just puts me back to 100% health after each person I kill. With being able to keep myself at 100% health and ammo after each assault I can indefinitely hold a point by myself if I need to. This has helped in the defending and attacking of many bases.
I literally wouldn't want to play anymore without the regeneration implant it is that good in the later tiers.[/QUOTE]
No no, that came across wrong. I meant who actually buys the implant packs with cashmoney. There's no point since you can get them all for free super easily.
[QUOTE=Trainbike;46771035]No no, that came across wrong. I meant who actually buys the implant packs with cashmoney. There's no point since you can get them all for free super easily.[/QUOTE]
Alright that makes sense.
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I got a triple SC out of my email code and used it to buy myself a new glowing helmet to match the anniversary armor.
[t]http://puu.sh/dFmOq/c630db6a48.jpg[/t]
Despite being lit up like a Christmas tree I don't tend to find that anybody shoots at me more than normal since I got that amour.
I've been wondering about the hardlight gear. Isn't it basically a transparent texture? As in, the thing that they've been claiming for years that the engine is not capable of doing (and also the thing that PS1 had out the wazoo)?
It appears to be a simple transparent texture yes.
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