• Planetside 2 V6 - VS capped Indar? It's more likely than you think
    9,264 replies, posted
I'd love for SOE to release a dedicated common pool (Nanite Systems) grenade launcher down the line, my idea for it would be for it to function the same as the M-32 as in it'd be a 6 shot revolver type grenade launcher with a slow reload rate and rate of fire. It'd also only be allowed for Heavy assaults and take the place of their primary weapon. [t]http://upload.wikimedia.org/wikipedia/commons/1/1f/M-32_Grenade_Launcher.jpg[/t]
[QUOTE=GoldenDargon;40694446]I'd love for SOE to release a dedicated common pool (Ninite Systems) grenade launcher down the line, my idea for it would be for it to function the same as the M-32, as in it'd be a 6 shot revolver type grenade launcher with a slow reload rate and rate of fire. It'd also only be allowed for Heavy assaults and take the place of their primary weapon. [t]http://upload.wikimedia.org/wikipedia/commons/1/1f/M-32_Grenade_Launcher.jpg[/t][/QUOTE] And it can have the same reload as the revolvers! Get on it SOE.
[QUOTE=GoldenDargon;40694446]I'd love for SOE to release a dedicated common pool (Nanite Systems) grenade launcher down the line, my idea for it would be for it to function the same as the M-32, as in it'd be a 6 shot revolver type grenade launcher with a slow reload rate and rate of fire. It'd also only be allowed for Heavy assaults and take the place of their primary weapon. [t]http://upload.wikimedia.org/wikipedia/commons/1/1f/M-32_Grenade_Launcher.jpg[/t][/QUOTE] [t]http://fc04.deviantart.net/fs71/f/2012/211/d/c/planetside_2_pre_viz__thumper_by_ukitakumuki-d598ehs.jpg[/t] no plasma grenades pretty plz soe.
As great of an idea that grenade launcher is, I feel that the balance would just flip right off the table and go down the hole. The Grenade Launcher alone is an insta-gib if you hit someone with it. Six shots would just whipe a whole squad in seconds.
I'd rather if they made it not explode on contact and have roughly the same damage and aoe as the underbarrel with a fuse a bit shorter than grenades, so you get a support weapon that is great for clearing rooms or flush people out of cover but makes you dependant to your team because you don't have a primary for self defence. I don't think it'd ever be properly balanced as a general purpose weapon otherwise and I wish weapons gave more playstyle variety instead of all being cookie cutters
[QUOTE=jiggu;40692550]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.[/QUOTE] It out ranges every rocket launcher in the game, deals similar damage, has fly by wire accuracy, doesn't run out of ammo, and the operator can not be sniped if it is placed in high up spot. Sounds balanced to me.
[QUOTE=jiggu;40692550]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.[/QUOTE] My two main issues with it is that its damage beats every single other projectile in the game and it has infinite ammo, being cursor-guided even. If the turret was changed in these regards, maybe it wouldn't be such a direct upgrade over the standard MANA turret and people wouldn't rush to engies whenever they saw tanks. Also, the hitbox is still broken. The shield in the standard one serves no purpose other than point out exactly where you need to shoot to kill the user, while the AV turret absorbs almost every bullet you can throw at it from the front. It can even take a direct Lightning HE shot and block the blast damage.
[QUOTE=mooman1080;40696272]It out ranges every rocket launcher in the game, deals similar damage, has fly by wire accuracy, doesn't run out of ammo, and the operator can not be sniped if it is placed in high up spot. Sounds balanced to me.[/QUOTE] Its great, it can also oneshot infantry with a direct hit.
Is it just me, or does Mattherson have almost no engineers/medics on the TR side? Whenever I join up with a main force or a huge conflict I almost never see medics/engineers.
I want an engineer heavy machine gun turret. Damages light vehicles and infantry, has excellent accuracy and stopping power. Downside is that it is a turret, so you are sniper bait of course, and that it is crew served. Two engineers, both with the turret certed and equipped, must deploy on the same location. Basically one is hauling the stand/ammo and the other is hauling the MG itself. The two engies both then must man the turret, one shoots and aims, the other is responsible for reloading and can spot targets in between box changes. Basically this: [img]http://img203.imageshack.us/img203/1820/49403763425cc1cfd7bfo.jpg[/img] Only with, you know, a barrel and the actual belt of ammo.
[QUOTE=GunFox;40696851]I want an engineer heavy machine gun turret. Damages light vehicles and infantry, has excellent accuracy and stopping power. Downside is that it is a turret, so you are sniper bait of course, and that it is crew served. Two engineers, both with the turret certed and equipped, must deploy on the same location. Basically one is hauling the stand/ammo and the other is hauling the MG itself. The two engies both then must man the turret, one shoots and aims, the other is responsible for reloading and can spot targets in between box changes. Basically this: [img]http://img203.imageshack.us/img203/1820/49403763425cc1cfd7bfo.jpg[/img] Only with, you know, a barrel and the actual belt of ammo.[/QUOTE] Sounds really cool but nobody would use it because it requires too much teamwork
[QUOTE=mooman1080;40696272]It out ranges every rocket launcher in the game, deals similar damage, has fly by wire accuracy, doesn't run out of ammo, and the operator can not be sniped if it is placed in high up spot. Sounds balanced to me.[/QUOTE] Great job only listing strengths and ignoring all weaknesses You're still sniper material unless you have extreme high-ground, any tank around aside from lighting HE will oneshot you, you're extremely easy to flank and oneshot from behind by anything and it's often hard to find proper spots to place it because of uneven ground. [editline]19th May 2013[/editline] [QUOTE=kukiric;40696291]My two main issues with it is that its damage beats every single other projectile in the game and it has infinite ammo, being cursor-guided even. If the turret was changed in these regards, maybe it wouldn't be such a direct upgrade over the standard MANA turret and people wouldn't rush to engies whenever they saw tanks. Also, the hitbox is still broken. The shield in the standard one serves no purpose other than point out exactly where you need to shoot to kill the user, while the AV turret absorbs almost every bullet you can throw at it from the front. It can even take a direct Lightning HE shot and block the blast damage.[/QUOTE] And I think the AI turret needs to be buffed instead of the AV one nerfed. [editline]19th May 2013[/editline] [QUOTE=zombojoe;40696484]Its great, it can also oneshot infantry with a direct hit.[/QUOTE] And good luck getting those direct hits on anything other than people standing still, and they deserve to die anyway.
[QUOTE=jiggu;40697499]Great job only listing strengths and ignoring all weaknesses You're still sniper material unless you have extreme high-ground, any tank around aside from lighting HE will oneshot you, you're extremely easy to flank and oneshot from behind by anything and it's often hard to find proper spots to place it because of uneven ground. [/QUOTE] Too bad none of those weaknesses matter 500 meters away, it needs a range limit. And it's not extreme high ground that makes you sniper immune, it's so much as an upward angle shot.
[QUOTE=mooman1080;40697689]Too bad none of those weaknesses matter 500 meters away, it needs a range limit. And it's not extreme high ground that makes you sniper immune, it's so much as an upward angle shot.[/QUOTE] And at 500 meters away you have plenty of time to move behind cover. I wouldn't care much if they gave it a stricter range limitation but I don't really find it necessary either.
[QUOTE=jiggu;40697756]And at 500 meters away you have plenty of time to move behind cover. I wouldn't care much if they gave it a stricter range limitation but I don't really find it necessary either.[/QUOTE] not when you can't fucking see the projectile because of the way the game renders projectiles.
Look at what I have started. My idea caused a debate on turrets taking up an entire page. Sorry about that but it was interesting to see peoples thoughts.
[QUOTE=finbe;40697880]not when you can't fucking see the projectile because of the way the game renders projectiles.[/QUOTE] And that's another issue alltogether, not tied to the AV turret, and yes they need to fix that.
[QUOTE=d00msdaydan;40697079]Sounds really cool but nobody would use it because it requires too much teamwork[/QUOTE] Exactly, doubt you would get many people who would spent hundreds of certs into something that would be completely useless unless someone else also made that investment.
[QUOTE=mooman1080;40697689]Too bad none of those weaknesses matter 500 meters away, it needs a range limit. And it's not extreme high ground that makes you sniper immune, it's so much as an upward angle shot.[/QUOTE] If you're trying to snipe AV engineers from your own lines, then you're a terrible sniper. Just spend 1-2 minutes flanking and you'll farm deployable kills all day. Its what I do, they're easy snacks. Its like when defending the crown, just cross that natural bridge to the left and get upon that ridge and you can shoot like all the engineers ontop of that hill. Its hilarious.
I think i read a few pages back how someone requested some functional binoculars. I can only agree to whoever that was, yesterday i was suddenly put in charge of a platoon just rushing Peris. I tried to do my best leading the platoon (I'm not that experienced as a leader in PS2) but it's impossible to mark and scan all objectives from a distance with a tiny scope. Sure, i set some waypoints and eventually we capped half of Peris before utterly decimating the remaining defenders but that took way too much time, we only won because another platoon backed us up. I know that alot of people says that pS2 isn't about tactics at all although i disagree with that, when i play PS2 i see the opposite being proven over and over again. Tactics like identifying targets and setting waypoints is really important. It's kinda hard organizing a attack without getting shot at, i mean, standing on a wall taking sniper fire or flying in a reaver/scythe/mossie above a hotspot usually gets you killed... Some binocs would nice.
[QUOTE=Viper123_SWE;40698480]I think i read a few pages back how someone requested some functional binoculars. I can only agree to whoever that was, yesterday i was suddenly put in charge of a platoon just rushing Peris. I tried to do my best leading the platoon (I'm not that experienced as a leader in PS2) but it's impossible to mark and scan all objectives from a distance with a tiny scope. Sure, i set some waypoints and eventually we capped half of Peris before utterly decimating the remaining defenders but that took way too much time, we only won because another platoon backed us up. I know that alot of people says that pS2 isn't about tactics at all although i disagree with that, when i play PS2 i see the opposite being proven over and over again. Tactics like identifying targets and setting waypoints is really important. It's kinda hard organizing a attack without getting shot at, i mean, standing on a wall taking sniper fire or flying in a reaver/scythe/mossie above a hotspot usually gets you killed... Some binocs would nice.[/QUOTE] When they add implants they're probably going to add the zoom optic implant. Which is great, I can actually use my lasher as a legitimate sniper rifle. (Seriously it has perfect accuracy on the 1st shot. and a really small rate of CoF bloom. Yes I'm talking about the vanu heavy assault glowey disco ball lancer.)
[QUOTE=thisguy123;40698570]When they add implants they're probably going to add the zoom optic implant. Which is great, I can actually use my lasher as a legitimate sniper rifle. (Seriously it has perfect accuracy on the 1st shot. and a really small rate of CoF bloom. Yes I'm talking about the vanu heavy assault glowey disco ball lancer.)[/QUOTE] The only problem with it is the extremely slow projectiles which means your targets have to be afk.
Well considering the talk of how much classes can do what do you think about the infiltrator. I would say that class is the other way around. Anybody got any ideas for what they could do to make the class more interesting. Any new tools or abilities to make it more infiltrator orientated game play.
[QUOTE=mooman1080;40697689]Too bad none of those weaknesses matter 500 meters away, it needs a range limit. And it's not extreme high ground that makes you sniper immune, it's so much as an upward angle shot.[/QUOTE] but at the same time, you're a stationary glowing object that I just [I]love[/I] flying phoenix missiles into
[QUOTE=jiggu;40698589]The only problem with it is the extremely slow projectiles which means your targets have to be afk.[/QUOTE] You mean your average sniping infiltrator. Also being able to get even a small zoom while not ADS would mean the lasher (Which gains no CoF or Accuracy benefits from ADS) would be MUCH more viable over range. Being able to move at full speed while having the precision of a fully certed.... thing that's accurate while scoped, yeah it's gonna be pretty damn fun.
[QUOTE=alexojm;40698650]Well considering the talk of how much classes can do what do you think about the infiltrator. I would say that class is the other way around. Anybody got any ideas for what they could do to make the class more interesting. Any new tools or abilities to make it more infiltrator orientated game play.[/QUOTE] Eh, infiltrators hacking enemy stuff is incredibly annoying for them, and thanks to SMGs they can jump out and wreck shit. Throw proxi mines around capture points and things like that is really useful. It's kinda silly how they started out with snipers and god-awful scout rifles but sniping doesn't really do much for your team. It's almost impossible to kill moving targets because you pretty much have to oneshot them or they'll take cover, but good luck headshotting people running around wildly. On top of this a dead soldier just respawns. The only people useful to snipe would be engineers manning AV turrets, heavies trying to take shit down with rocketlaunchers and things like that. Sniping random infantry out on the field doesn't really do much. So I find infiltrators to do most damage around capture-points where they can sneak around and shoot people in the back when they try to cap it back and otherwise harass locations, sniping is only situationally useful. [editline]19th May 2013[/editline] What really bothers me about infiltrators is how useless they are against all types of armored targets, they're usually the ones that matters. Tank zerg? Reroll heavy or engie. Sunderer? Enjoy doing nothing of value. [editline]19th May 2013[/editline] Oh god we a bunch of lasherfanatics just shut down an entire tower by just spewing lasher down the hallways of the watchtower stairs, brutal area denial.
[QUOTE=jiggu;40698851] Oh god we a bunch of lasherfanatics just shut down an entire tower by just spewing lasher down the hallways of the watchtower stairs, brutal area denial.[/QUOTE] On Woodman we seem to have the people vanu tried to upgrade and the upgrades did not agree with them. When you see these very bright, clearly marked, slow moving balls of exploding plasma death why do you think the best course of action is to stand in the fukken stream?
[QUOTE=thisguy123;40699114]On Woodman we seem to have the people vanu tried to upgrade and the upgrades did not agree with them. When you see these very bright, clearly marked, slow moving balls of exploding plasma death why do you think the best course of action is to stand in the fukken stream?[/QUOTE] Actually they tried to run through it [editline]19th May 2013[/editline] Should I get the AP Maggie cannon? It's on sale
I've gotten back into it, and while the retarded slippery hills are still unbearable and player movement is still shit, I've been dominating with the AMC once again. Dropped into a group of 3 enemies, killed them all, jumped up onto another building and C4'd a vanguard getting repaired by two engineers, blowing one up in the process.
[QUOTE=jiggu;40699335]Actually they tried to run through it [editline]19th May 2013[/editline] Should I get the AP Maggie cannon? It's on sale[/QUOTE] yes
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