Planetside 2 V6 - VS capped Indar? It's more likely than you think
9,264 replies, posted
[QUOTE=jiggu;40688611]Alright it makes sense for the gunner to have issue since he can't know how the driver will move, that and lag and shaking. I should probably stick to saying AV but I prefer saying Armor-Piercing which is more correct IMO but everyone else uses AV/AI/AA. I think of what is special with the weapon, not what it's intended to do.[/QUOTE]
Its more of the fact that it does a lot less damage, and is difficult to actually hit anything unless the magrider is completely still. Which a good magrider shouldn't ever really be unless you're trying to clear a hilltop of lockdown faggots or something.
But it is still one of the better gunner weapons out of all the tanks in game.
[QUOTE=NoDachi;40688685]Its more of the fact that it does a lot less damage, and is difficult to actually hit anything unless the magrider is completely still. Which a good magrider shouldn't ever really be unless you're trying to clear a hilltop of lockdown faggots or something.
But it is still one of the better gunner weapons out of all the tanks in game.[/QUOTE]
It deals 200 less damage but has an entire second lower reload.
[QUOTE=jiggu;40688760]It deals 200 less damage but has an entire second lower reload.[/QUOTE]
You're forgetting to take into consideration the new armour changes.
They deal a % resist now, except with the primary AV weapon.
Its made the driver AV weapon so deadly now.
[QUOTE=NoDachi;40688915]You're forgetting to take into consideration the new armour changes.
They deal a % resist now, except with the primary AV weapon.
Its made the driver AV weapon so deadly now.[/QUOTE]
Ah I didn't know that. I only tried them out in the VR for fifteen minutes but it felt to me like the sauron did more damage to a tank than the AV supernova, but I could be wrong on that.
Where you shooting rear armour?
Because afaik that offers either none or very little % protection so both guns would be more in line with damage output.
Something interesting I discovered today on the test server. Copy+Paste from my post on the 666th forums:
Somebody on the SOE forums mentioned that there was a bug allowing you to still be able to capture bases based on hex adjacency, even if a lattice link was not established. So in other words, base capping would be no different to the way it is now, except resources flowed along the lattice.
[thumb]http://img51.imageshack.us/img51/6357/planetside2201305181610.jpg[/thumb]
So I decided to check it out, and tried to capture Rashnu Cavern via hex adjacency with The Old Stockpile, despite having no lattice connection to Rashnu Cavern. Sure enough, I was able to cap it. However from there I decided to try and cap NS Material Storage from there, to cut off Rashnu entirely.
Here's the interesting part: I was unable to cap it. Since Rashnu Caverns did not have a lattice connection, it counted as cut-off and was darkened on the map. It seems that cut-off territories no longer provide influence.
This means:
-The lattice is not as strict as we all thought it would be
-There is still room for strategic flanking and lane-jumping to cut off the enemy
-When assaulting an entrenched facility, it is once again possible to surround the facility by taking the satellites, but it will not be possible to continue any further than the satellites until the facility is taken
-Other reasons I can't think of
I was happy with the lattice, but at the same time I understand the concerns of spec-ops type groups who want to make an impact without colliding head on with the enemy zerg. This lattice/hex hybrid is a good middle ground in my opinion. The lattice directs the main forces, while hexes allow more strategic freedom, with ghost-capping kept in check by the lattice.
That is of course assuming that this isn't a bug they forgot to fix when reverting the map layout to full hex when implementing the new lattice graphics.
Anyone use the Blueshift on their MAX? I tested it out in VR. Seemed to do well against those static units. Stats say it has no damage fall off for 100m. And the Votrex is pretty bad. The Cosmos AV gun seemed to be a better option.
Then I went back to being an OP TR with my Dreadnought helmet and won an alert.
Also Lattice looks like it will make ghost capping more frequent. But I like how they have different icons for the air towers. Now if only resources weren't so easy to wait for.
[QUOTE=Jimesu_Evil;40689436]Something interesting I discovered today on the test server. Copy+Paste from my post on the 666th forums:
Somebody on the SOE forums mentioned that there was a bug allowing you to still be able to capture bases based on hex adjacency, even if a lattice link was not established. So in other words, base capping would be no different to the way it is now, except resources flowed along the lattice.
[thumb]http://img51.imageshack.us/img51/6357/planetside2201305181610.jpg[/thumb]
So I decided to check it out, and tried to capture Rashnu Cavern via hex adjacency with The Old Stockpile, despite having no lattice connection to Rashnu Cavern. Sure enough, I was able to cap it. However from there I decided to try and cap NS Material Storage from there, to cut off Rashnu entirely.
Here's the interesting part: I was unable to cap it. Since Rashnu Caverns did not have a lattice connection, it counted as cut-off and was darkened on the map. It seems that cut-off territories no longer provide influence.
This means:
-The lattice is not as strict as we all thought it would be
-There is still room for strategic flanking and lane-jumping to cut off the enemy
-When assaulting an entrenched facility, it is once again possible to surround the facility by taking the satellites, but it will not be possible to continue any further than the satellites until the facility is taken
-Other reasons I can't think of
I was happy with the lattice, but at the same time I understand the concerns of spec-ops type groups who want to make an impact without colliding head on with the enemy zerg. This lattice/hex hybrid is a good middle ground in my opinion. The lattice directs the main forces, while hexes allow more strategic freedom, with ghost-capping kept in check by the lattice.
That is of course assuming that this isn't a bug they forgot to fix when reverting the map layout to full hex when implementing the new lattice graphics.[/QUOTE]
I approve of this hybrid system.
[media]http://www.youtube.com/watch?v=sEXuXX2rsAk[/media]
Zoran finally finished this, I like the added touch of two of TE's talon air squaddies crashing into eachother, it's a nice touch of realism there.
[QUOTE=Jimesu_Evil;40689436]Something interesting I discovered today on the test server. Copy+Paste from my post on the 666th forums:
Somebody on the SOE forums mentioned that there was a bug allowing you to still be able to capture bases based on hex adjacency, even if a lattice link was not established. So in other words, base capping would be no different to the way it is now, except resources flowed along the lattice.
[thumb]http://img51.imageshack.us/img51/6357/planetside2201305181610.jpg[/thumb]
So I decided to check it out, and tried to capture Rashnu Cavern via hex adjacency with The Old Stockpile, despite having no lattice connection to Rashnu Cavern. Sure enough, I was able to cap it. However from there I decided to try and cap NS Material Storage from there, to cut off Rashnu entirely.
Here's the interesting part: I was unable to cap it. Since Rashnu Caverns did not have a lattice connection, it counted as cut-off and was darkened on the map. It seems that cut-off territories no longer provide influence.
This means:
-The lattice is not as strict as we all thought it would be
-There is still room for strategic flanking and lane-jumping to cut off the enemy
-When assaulting an entrenched facility, it is once again possible to surround the facility by taking the satellites, but it will not be possible to continue any further than the satellites until the facility is taken
-Other reasons I can't think of
I was happy with the lattice, but at the same time I understand the concerns of spec-ops type groups who want to make an impact without colliding head on with the enemy zerg. This lattice/hex hybrid is a good middle ground in my opinion. The lattice directs the main forces, while hexes allow more strategic freedom, with ghost-capping kept in check by the lattice.
That is of course assuming that this isn't a bug they forgot to fix when reverting the map layout to full hex when implementing the new lattice graphics.[/QUOTE]
or it could all just be
test server
most things go live broken, nearly everything goes test broken
It could all very well be one big wonderful accident.
So why exactly do underbarrel launchers (600 certs total to get) get a minimum arming range while rocket launchers, which totally aren't equipped by the strongest and most versatile class and have 3 times as much ammunition, are allowed to instagib you at any range? It's been happening to me over and over again in the past few days. As infantry, I get the drop on someone, they turn a corner and when I follow I get a rocket to the face at knife range while the other guy walks away without having taken any proper damage. As max, HA sees me, jumps for the nearest cover and at this point I have three options:
I charge in his direction, I get a rocket to the face as I peek around the cover, because he gets an instagib weapon and I don't, latency does the rest
I hold my position, to get a rocket to the face because anyone without parkinson can hit maxes
I run away, hoping to not get a rocket to the face in the process
And I have actually tried to do this (I usually play HA like, never) and I felt like a real asshole because of how disgustingly cheap it is
[QUOTE=Jimesu_Evil;40689667]It could all very well be one big wonderful accident.[/QUOTE]
i dont know
i would call that max weapon that shot thrown grenades rapid fire like was a wonderful accident
[QUOTE=Ryo Ohki;40689692]So why exactly do underbarrel launchers (600 certs total to get) get a minimum arming range while rocket launchers, which totally aren't equipped by the strongest and most versatile class and have 3 times as much ammunition, are allowed to instagib you at any range? It's been happening to me over and over again in the past few days. As infantry, I get the drop on someone, they turn a corner and when I follow I get a rocket to the face at knife range while the other guy walks away without having taken any proper damage. As max, HA sees me, jumps for the nearest cover and at this point I have three options:
I charge in his direction, I get a rocket to the face as I peek around the cover, because he gets an instagib weapon and I don't, latency does the rest
I hold my position, to get a rocket to the face because anyone without parkinson can hit maxes
I run away, hoping to not get a rocket to the face in the process
And I have actually tried to do this (I usually play HA like, never) and I felt like a real asshole because of how disgustingly cheap it is[/QUOTE]
MAXs are easy to rocket to death, yes. Also C4. But the way the game is now, everything is so disposable that it shouldn't matter. Medics should revive you, or you can respawn another MAX in a couple of minutes. The same goes for vehicles pretty much. The biggest help I've had playing this game is realizing everything is meant to be 100% disposable and provide slight benefits. Sunderers, for instance, are impossible to defend if they're anywhere near a tower. You can only hope they go unnoticed long enough to capture important things, and that another pops up.
I'm all for rockets getting an arming range as a stat. And I think engineer would be the strongest and most versatile class.
What's with stuff not repairing
and aircraft disappearing while i'm shooting at them
I had an idea for the Anti-vehicle mana turret. You may all think it is silly but I think it could be useful in a number of situations.
The ability to cert into mobility training for it. Below is the pros and cons to this kind of idea.
[B]Pros:[/B] You are holding it in your hands so you can be mobile. This would be useful for firing a rocket from around a corner then turning and aiming at the target.
[B]Cons:[/B] The projectile speed is decreased and the reload speed is increased. Your mobility is drastically reduced and you cannot use sprint as the weapon will have a sway because of the weight meaning you can hold shift to steady it. Damaged could also be decreased.
There are many cons as I would not want this to be more effective than a HA rocket launcher. It would also make the Engineer even more of a multi purpose class to play.
sounds p shit tbh
Didn't think people would go for it.
The main reason is basically so you don't have to be static whilst firing those laser guided rockets. If a tank drives out of your turrets turning ability right now your fucked unless you have enough time to deploy a new one. With this that is not a problem but you have a bunch of penalties for being able to move.
That and if you think it is shit because of all the penalties it is just a guideline for the idea. The cons can be anything you like the main idea is not having to be static.
[QUOTE=alexojm;40690856]Didn't think people would go for it.
The main reason is basically so you don't have to be static whilst firing those laser guided rockets. If a tank drives out of your turrets turning ability right now your fucked unless you have enough time to deploy a new one. With this that is not a problem but you have a bunch of penalties for being able to move.
That and if you think it is shit because of all the penalties it is just a guideline for the idea. The cons can be anything you like the main idea is not having to be static.[/QUOTE]
No, it's shit because it oversteps what the idea of an engineer turret is and is just awful in general. They're [I]supposed[/I] to be static. You're [I]supposed[/I] to be fucked if an enemy moves away from your turning arc / range. Engineers are a primarily supportive and defensive class. Allowing them to just wield turrets like a regular weapon (no matter what downsides you tack onto it) strays way too far into HA territory and goes against the core mechanics of the class.
I meant it more for being a deter-ant than being offensive as the down sides would make it hard to use for anything but defence.
If you are extremely slow and your ability to look around is more of a slow sway as well as dealing very low damage I don't see why anybody would use it offensively.
Joseph from 4PlayerNetwork:
[video=youtube;tIf1d5S6Ggo]http://www.youtube.com/watch?v=tIf1d5S6Ggo[/video]
guys, the Lego company has got his new franchise called "Alien Conquest" going, and...
[t]http://www.spieletest.at/pics/bericht/865/lego41.JPG[/t]
Lego confirmed for NC propaganda
[QUOTE=Jimesu_Evil;40689436]Something interesting I discovered today on the test server. Copy+Paste from my post on the 666th forums:
Somebody on the SOE forums mentioned that there was a bug allowing you to still be able to capture bases based on hex adjacency, even if a lattice link was not established. So in other words, base capping would be no different to the way it is now, except resources flowed along the lattice.
[thumb]http://img51.imageshack.us/img51/6357/planetside2201305181610.jpg[/thumb]
So I decided to check it out, and tried to capture Rashnu Cavern via hex adjacency with The Old Stockpile, despite having no lattice connection to Rashnu Cavern. Sure enough, I was able to cap it. However from there I decided to try and cap NS Material Storage from there, to cut off Rashnu entirely.
Here's the interesting part: I was unable to cap it. Since Rashnu Caverns did not have a lattice connection, it counted as cut-off and was darkened on the map. It seems that cut-off territories no longer provide influence.
This means:
-The lattice is not as strict as we all thought it would be
-There is still room for strategic flanking and lane-jumping to cut off the enemy
-When assaulting an entrenched facility, it is once again possible to surround the facility by taking the satellites, but it will not be possible to continue any further than the satellites until the facility is taken
-Other reasons I can't think of
I was happy with the lattice, but at the same time I understand the concerns of spec-ops type groups who want to make an impact without colliding head on with the enemy zerg. This lattice/hex hybrid is a good middle ground in my opinion. The lattice directs the main forces, while hexes allow more strategic freedom, with ghost-capping kept in check by the lattice.
That is of course assuming that this isn't a bug they forgot to fix when reverting the map layout to full hex when implementing the new lattice graphics.[/QUOTE]
This is basically what I suggested all along to be done, nice.
Only problem is, that it sounds confusing as fuck :v: I suspect most people won't really get it for a week or two. Plus I really liked the look of the heatmap lattice :( it seemed more natural than arbitrary territory lines with hex's.
[editline]18th May 2013[/editline]
[QUOTE=The-Spy;40691217]Joseph from 4PlayerNetwork:
[video=youtube;tIf1d5S6Ggo]http://www.youtube.com/watch?v=tIf1d5S6Ggo[/video][/QUOTE]
Lmao he got like 12 certs in less than a second
Engineer AV turrets are already leagues better than they should be. We don't need mobile AV "turrets."
I can clearly see the hatred towards the mention of such an idea so I am going to stop before someone tries to kill me.
But remember like I said I only meant it in a deter-ant kind of way.
There is no need to deter when the current setup can outright destroy with little warning.
I agree that the AV turret should stay the way it is, but I don't think it's as strong as people make it out to be. It's very situational due to the time you need to set it up and the locations you can set it up on, AND the sitting duck you make yourself out to be when you use it. It's useful in swarms(what isn't?), it's useful if you can get cover, but that's about it. Its dps isn't anything crazy and any tank that takes damage from you can just drive out of your arc or hide behind hills. It's far from overpowered, it's just another useful tool.
It lets the engineer do things he has no business doing. Too many classes can do too many things, the engineer is the worst culprit.
The Engineer is a very multi purpose class and I think that is the way it should be. It is not great at doing a number of things but it can help in those areas.
To put it simply it is a useful class that can help do things that other classes can do when they are not present whilst still being able to do Engineer related tasks. It cannot do them as well but it can substitute until backup arrives.
----------------
You need to remember not everybody plays in a group and this game should cater to solo players when a zerg isn't happening. The Engineer seems like a good fit for solo players.
Engineer should be multi purpose, but he shouldn't be so good at them all.
On another note, I love the mana anti-infantry turret. Set it up somewhere, proceed to tap-fire and bam, you've got a 100% accuracy weapon.
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