• Planetside 2 V6 - VS capped Indar? It's more likely than you think
    9,264 replies, posted
I hate when you see a bunch of enemy outfit members all squad deploy at the same time. You are probably gonna get wreaked harder than that time the Vanu had their Magrider Nerf.
Does the flash handle consistantly better now? Also, Kobalt or Basilisk for it? The Kobalt seems to do a good enough job at killing infantry, which would be my main concern, but I'm not sure. The last time I bought vehicle weapons was in early Beta.
[QUOTE=Uesrname;40847082]Does the flash handle consistantly better now? Also, Kobalt or Basilisk for it? The Kobalt seems to do a good enough job at killing infantry, which would be my main concern, but I'm not sure. The last time I bought vehicle weapons was in early Beta.[/QUOTE] Fury.
[QUOTE=Trainbike;40847126]Fury.[/QUOTE] Not an option.
haven't played planetside since release, there are buggies now? rad
Got the no damage bug when I was driving around in a harasser near crossroads, in a fit of rage, I started ramming magriders and popping smoke. It really didn't have an effect, but the vanu seemed to take exception to it after the 3rd time I did it and started to chase me around like I stole their thong or something.
Honestly it's the point now where I just don't bother playing if the only thing the zerg is at is a biolab fight. Biolabs were already painful grindfests before, but now under lattice they are just incredibly boring stalemates as two massive armies fighting under a biolab is incredibly grindy, and half the time when I play, the lattice is stuck at a biolab chokepoint for hours. I never cared for them to begin with because it's basically "spawncamp: the base", but at least they are somewhat enjoyable when you have a small platoon vs a small platoon fighting for it. [QUOTE=Uesrname;40847313]Not an option.[/QUOTE] Why? Fury is argulably the only weapon worth going for on a flash. But they do handle better. At least with surger chasiss
[QUOTE=KorJax;40847826]Honestly it's the point now where I just don't bother playing if the only thing the zerg is at is a biolab fight. Biolabs were already painful grindfests before, but now under lattice they are just incredibly boring stalemates as two massive armies fighting under a biolab is incredibly grindy, and half the time when I play, the lattice is stuck at a biolab chokepoint for hours. I never cared for them to begin with because it's basically "spawncamp: the base", but at least they are somewhat enjoyable when you have a small platoon vs a small platoon fighting for it. [/QUOTE] Biolabs need fixing bad with the lattice. It's similar with every large facility but it's most notable with biolabs. Their outrageously long cap time doesn't help either. What they [I]should[/I] have done while building the lattice was allow satellite bases (and no further than those) to be captured if you have a link to their parent base, allowing for invading forces to once again capture all satellites to reinforce the attack and cut off enemy spawns. Maybe using a special type of link or something. As it stands having satellite bases uncappable until the main base falls is nonsensical and creates a lot of problems for attackers.
I don't want the Fury because it's a 1000 certs for something I'd rarely use. Apart from that, it looks like the best thing to me.
The kobalt is actually quite fun on a wraith flash.
I just noticed something, how comes we don't have a running list of forum names and their in game name/faction/server in the OP? I remember the FP outfit failed to get off the ground, but no one thought to do that instead?
So I haven't played in like 3 months because of school issues. What are some big changes or updates I've missed? I can't wait to hopefully play this weekend
So why does this game use up so much bandwidth? We have a 120 GB cap and i've already used 7 GB because of this game.
The map changes usually take a couple of gigabytes to update. That probably contributes a lot. I would also imagine there's a lot of player data moving around when playing, but couldn't say how much.
[QUOTE=paindoc;40848753]So I haven't played in like 3 months because of school issues. What are some big changes or updates I've missed? I can't wait to hopefully play this weekend[/QUOTE] Indar has the lattice system, which means you can't cap every base by proximity, you have to be connected by "Links", flashes can go invisible, there is a 3 man buggy which you can mount a fully automatic grenade launcher ontop and hold a max in the back. New weapons such as a revolver, NS machinegun, NS carbine, and there is a new continent being released in about 4 months.
[QUOTE=Crimor;40848692]The kobalt is actually quite fun on a wraith flash.[/QUOTE] Even without wraith, I prefer the Kobalt over the Fury. With the fury you pretty much have to get in close, the Kobalt is amazing at range.
[QUOTE=GoldenDargon;40848816]So why does this game use up so much bandwidth? We have a 120 GB cap and i've already used 7 GB because of this game.[/QUOTE] Well good thing the month is almost over, and those 7 GB are probably by updates.
[QUOTE=finbe;40848852]Indar has the lattice system, which means you can't cap every base by proximity, you have to be connected by "Links", flashes can go invisible, there is a 3 man buggy which you can mount a fully automatic grenade launcher ontop and hold a max in the back. New weapons such as a revolver, NS machinegun, NS carbine, and there is a new continent being released in about 4 months.[/QUOTE] Interesting. that lattice system sounds neat, kinda. although it seems its not actually that great. 3 man buggy sounds awesome though
[QUOTE=Trainbike;40847967]Biolabs need fixing bad with the lattice. It's similar with every large facility but it's most notable with biolabs. Their outrageously long cap time doesn't help either. What they [I]should[/I] have done while building the lattice was allow satellite bases (and no further than those) to be captured if you have a link to their parent base, allowing for invading forces to once again capture all satellites to reinforce the attack and cut off enemy spawns. Maybe using a special type of link or something. As it stands having satellite bases uncappable until the main base falls is nonsensical and creates a lot of problems for attackers.[/QUOTE] They need to go back and add biolab capture points to satellite bases like beta, but only accessible if you own said satellite base. Maybe also reduce the base capture timer so it doesn't take half an hour to get a biolab with 4/6 points.
they really need to do something about the spawns every single assault on a base ends in sitting around the spawn spamming rockets at each entrance it's incredibly boring when attacking and incredibly frustrating when defending i don't know what they need to do, but it needs to change
[QUOTE=JerryK;40849780]they really need to do something about the spawns every single assault on a base ends in sitting around the spawn spamming rockets at each entrance it's incredibly boring when attacking and incredibly frustrating when defending i don't know what they need to do, but it needs to change[/QUOTE] adding more than just a single 10 square meters, easily surroundable spawn room would go a long way for starters
[T]http://i.imgur.com/AQdCSCp.jpg[/T] After we lost the event to VS we kinda got angry. We got every platoon/squad on Matherson in a prowler and drove straight to their warp. After that, we shot down some air, and then sat around, because there was nothing to do :\ More shenanigans here: [url]http://steamcommunity.com/id/jaxstrife/screenshots/[/url]
So who thought it was a good idea to give the VS fucking railguns?
[QUOTE=DEMONSKUL;40851232]So who thought it was a good idea to give the VS fucking railguns?[/QUOTE] Oh don't worry, the NC is going to get one but mounted onto a tank, while the VS will probably just get like a lasher stuck on it but even worse somehow. edit: or even better, the VS one get's to be OP for 1 week, while the NC one stays op for 6 months before they nerf it slightly.
[QUOTE=finbe;40851496]Oh don't worry, the NC is going to get one but mounted onto a tank, while the VS will probably just get like a lasher stuck on it but even worse somehow. edit: or even better, the VS one get's to be OP for 1 week, while the NC one stays op for 6 months before they nerf it slightly.[/QUOTE] But I'm on TR, you're not helping!
[QUOTE=DEMONSKUL;40851749]I'm on TR[/QUOTE] Then nobody can help you, man.
[QUOTE=finbe;40851496]Oh don't worry, the NC is going to get one but mounted onto a tank, while the VS will probably just get like[B] a lasher stuck on it[/B] but even worse somehow. edit: or even better, the VS one get's to be OP for 1 week, while the NC one stays op for 6 months before they nerf it slightly.[/QUOTE] They already have, It's called the Proton II and it functions almost EXACTLY like a giant lasher... It has a 50 round clip and can two shot infantry, my and a buddy were magriding about and we found a sunderer... I fired the proton at the resupply terminal while my friend shot the sunderer directly. I racked up about 20 kills before the sunderer blew up fuck me are people underestimating the new Proton.
[QUOTE=thisguy123;40851999]They already have, It's called the Proton II and it functions almost EXACTLY like a giant lasher... It has a 50 round clip and can two shot infantry, my and a buddy were magriding about and we found a sunderer... I fired the proton at the resupply terminal while my friend shot the sunderer directly. I racked up about 20 kills before the sunderer blew up fuck me are people underestimating the new Proton.[/QUOTE] But imagine that same gun shoved onto the "nosegunmaincannonthing", oh god it would be so painful, with that tiny tiny vertical range, where you can barely aim down.
[QUOTE=JerryK;40849780]they really need to do something about the spawns every single assault on a base ends in sitting around the spawn spamming rockets at each entrance it's incredibly boring when attacking and incredibly frustrating when defending i don't know what they need to do, but it needs to change[/QUOTE] Well we could do it like PS1 where there is only a single command console you have to hack to get a capture, and it's located on the roof while the spawn tubes are located in the basement. I can't remember how they handled SCU spawns though. I know you could hack the spawnroom tubes though if you could stay alive long enough and avoid detection. Maybe base capture is a quick painless thing that happens but getting there is hard as balls So that way when you have a base its not a matter of just spawn camping for 10 minutes but it'll take you 30 minutes just to get to the thing and if you manage to take control of it you pretty much get the base in 3-5 minutes and have to defend the point to maintain that capture This wouldn't be ideal with the current base layout/objectives but imagine if you had to blow the gate shields to an amp station, then blow the western shield gen, then blow the eastern shield gen (in that order), then take something else out before you'd finally have access to the capture point, in which case you pretty much get the base in mere minutes once you get it. Think Dystopia mod for HL2. Imagine if you had to do a series of objectives to "win a base" just like you would have to do a series of objectives to win a round in Dystopia. Then its not about spawn camping while you hold the point, but more about just getting to the point in the first place, and if you can get there you pretty much "win" within minutes so there's no need to spawn camp. Or maybe something like Dustbowl for TF2, as that uses capture mechanics as well so you wouldn't even need to actually implement new mechanics for the objectives. Basically the point being that the objectives take you away from where the enemy spawns are, and if you win the objectives you quickly win your goal. So it's a bad idea to spawn camp as you won't ever actually maintain the objective
[QUOTE=KorJax;40852706]Well we could do it like PS1 where there is only a single command console you have to hack to get a capture, and it's located on the roof while the spawn tubes are located in the basement. I can't remember how they handled SCU spawns though. I know you could hack the spawnroom tubes though if you could stay alive long enough and avoid detection. Maybe base capture is a quick painless thing that happens but getting there is hard as balls So that way when you have a base its not a matter of just spawn camping for 10 minutes but it'll take you 30 minutes just to get to the thing and if you manage to take control of it you pretty much get the base in 3-5 minutes and have to defend the point to maintain that capture This wouldn't be ideal with the current base layout/objectives but imagine if you had to blow the gate shields to an amp station, then blow the western shield gen, then blow the eastern shield gen (in that order), then take something else out before you'd finally have access to the capture point, in which case you pretty much get the base in mere minutes once you get it. Think Dystopia mod for HL2. Imagine if you had to do a series of objectives to "win a base" just like you would have to do a series of objectives to win a round in Dystopia. Then its not about spawn camping while you hold the point, but more about just getting to the point in the first place, and if you can get there you pretty much "win" within minutes so there's no need to spawn camp. Or maybe something like Dustbowl for TF2, as that uses capture mechanics as well so you wouldn't even need to actually implement new mechanics for the objectives. Basically the point being that the objectives take you away from where the enemy spawns are, and if you win the objectives you quickly win your goal. So it's a bad idea to spawn camp as you won't ever actually maintain the objective[/QUOTE] Divide the capture points up into several smaller nodes that all must be hacked in order for base control to "tick down" each small node had a nearby micro-generator that powers a force field defending it. The generator goes down fairly quickly, perhaps just hacking the generator is enough to bring it down. Every node will have a spawn room tunnel exit nearby so defenders can get from the spawn room to the objectives fairly quickly.
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