• Planetside 2 V6 - VS capped Indar? It's more likely than you think
    9,264 replies, posted
[QUOTE=munky91;41012673]I dislike that LA is almost always a better option than HA to kill a vehicle strictly because of C4.[/QUOTE] In what scenarios? Is using C4 a better option than an AA equipped heavy? What about for range? That's the damn tradeoff. Heavy Assaults can engage at longer ranges, but need more rockets to kill a tank than C4. They are meant to work in teams from the get-go as the overall infantry mainstay. Light Assaults are not. They are designed as a recon/lone wolf disruption class. They only carry 2 explosive [I]consumables[/I] that cannot be replenished by engineers. Heavies paired with one engineer effectively have infinite rocket ammo. The ONLY time they are more effective than a lone HA are in urban areas or areas or trees, or are otherwise able to get close enough to a tank where firing a rocket would be a stupid idea. [editline]12th June 2013[/editline] [QUOTE=Ryo Ohki;41012842]Untill you realize that you can bypass the stealth and luck part and just throw down a beacon anywhere in the general vicinity of a deployed sunderer/tank, redeploy, drop pod right on top of it and blow it up [B]Though that's more of a problem with drop pods rather than c4[/B][/QUOTE] Exactly. That's an issue with people abusing spawn logistics.
There is no useful place for a vehicle to be that is not under or near a building or a tree. Since people can spawn in with drop pods, there is a reasonable chance that you could instantly die from any angle from any player except snipers.
[QUOTE=Framperton;41012716]I could not disagree more. I do not see the problem with a weapon that is heavily reliant on the user using stealth and luck to kill a target. It's all down to situational awareness. I know I've ranted extensively about how unreliable other players are, but mitigating this type of threat is ALL ON YOU. You know LA's have this capability. You know what they need to do in order to use it in the first place. So unless there are extreme circumstances, you can avoid getting C4ed in almost every situation. It's painfully simple. Don't park near/under buildings or trees. Don't group up with other tanks. Keep an eye on the battle and occasionally do a 3rd person sweep for infantry. This is exact same argument against PA shotguns and OHK's with snipers, but entirely baseless. I coincided the point with PA, but now they have been nerfed into obsolescence. If the same fate befell C4 I would just quit on the spot. It's one of the most expensive infantry consumables in the game, and if the only way I can use it is through considerable patience and risk to myself, then it better fucking be worth it. Especially with how fast engineers can repair. Goodbye 200 infantry resources, you caused a 10 second inconvenience.[/QUOTE] The problem is that argument works for infantry, not for tanks, a tank shouldn't be susceptible to such instant kill threats, especially not from infantry that can fly through the air. Maybe if C4 was less ridiculous it's cost could be lowered.
[QUOTE=munky91;41012919]There is no useful place for a vehicle to be that is not under or near a building or a tree. Since people can spawn in with drop pods, there is a reasonable chance that you could instantly die from any angle from any player except snipers.[/QUOTE] The only vehicle that fits that description is a sunderer, which are normally swarming with infantry . For virtually every other vehicle I am almost never under something I know can be used as a jumping off point for a LA. Lightenings, MBTs, Flashes, Harassers all benifit from being clear of the areas where infantry have an advantage.
If you're not anywhere near buildings, then you're not helping anybody. You have to be able to see places where infantry want to go, which is near buildings. [editline]12th June 2013[/editline] And LA is not a recon/lone wolf disruption class. It is a storm trooper.
[QUOTE=mooman1080;41012951]The problem is that argument works for infantry, not for tanks, a tank shouldn't be susceptible to such instant kill threats, especially not from infantry that can fly through the air. Maybe if C4 was less ridiculous it's cost could be lowered.[/QUOTE] Then tanks shouldn't be susceptible to anti-vehicle mines, either. All it takes is a group of 3 clustered mines placed behind a tank/in front of a tank and its dead. Regular jetpack LA's can't fly very far and are ideally useful when they can get above tanks. Drifters are totally helpless unless they can get that height advantage. The only other way this becomes a threat is if people cross mostly open ground and get within knifing range and run away again to use it to its full effect. You're telling me that the solution to vehicle players being oblivious is to nerf the one weapon that allows LA's to contribute to an assault against vehicles. It does not matter how much you reduce the resource cost of the item if it can't kill the vehicle you're dropping c4 on. You lose the element of surprise and all that damage becomes meaningless if the driver is an engineer. The risk in an already risky weapon goes up a hundredfold when you allow that chance for retaliation.
Damage aside. C4 fucking sucks, it falls as if there is very little gravity, half the time it doesn't even detonate even when you hammer the button 10+ times, and even then it might do no damage whatsoever.
[QUOTE=munky91;41013068]If you're not anywhere near buildings, then you're not helping anybody. You have to be able to see places where infantry want to go, which is near buildings. [editline]12th June 2013[/editline] And LA is not a recon/lone wolf disruption class. It is a storm trooper.[/QUOTE] And what is it that storm troopers do exactly? [quote]Military units which contain assault troops are typically organized for mobility with the intention that they will penetrate through enemy defenses and attack into the enemy's vulnerable rear areas.[/quote] Sounds like they are equipped for mobility, and to disrupt enemy lines to me. You're not helping anyone at all if you're just firing at open doorways you see infantry running into. Firing at balconies/sides of buildings on the exterior of a base is fine. Otherwise you're just contributing friendly fire. Tanks outside of bases should be used for containment/killing other vehicles. Leave the room to room fighting to infantry.
It takes a squad of HAs to kill tanks quickly. HAs also don't fly. At range, they have to aim their shots and can be killed while they're aiming, moving slowly (from the tanks or other players). At range, tanks can see and dodge shots sometimes. Also, tanks have one of the most expensive vehicular costs in the game, and I find it irritating that the only way I can use it is with great self-risk and dedication. Especially since every class has a means of instantly killing it, save infiltrators. Whenever I die I think "goodbye 250 vehicle resources, I wasted 5 minutes driving here." I wish my tank was suited to murder both infantry AND tanks instantly and without warning.
C4 is hardly a threat in open fields, if you want to be effective as a tanker in enclosed spaces, you need infantry support
[QUOTE=Framperton;41013201]Tanks outside of bases should be used for containment/killing other vehicles. Leave the room to room fighting to infantry.[/QUOTE] Excellent, we can contribute by getting rid of the other tanks that are also trying to stay outside and get rid of the other tanks. I suppose we could kill the occasional infantry outside. I can't help but feel my time would be better spent killing the infantry that are taking the objective. And yes, LA does penetrate through the defenses to attack the vulnerable objectives. They do this and retain the ability to murder vehicles. [editline]12th June 2013[/editline] C4 is hardly a threat in open fields. Nothing important is in an open field. If I want to be an effective tanker in enclosed spaces, I would be better off ditching the tank and throwing 1 more infantry into the battle repeatedly since you die and come back rapidly.
[QUOTE=munky91;41013259]It takes a squad of HAs to kill tanks quickly. HAs also don't fly. At range, they have to aim their shots and can be killed while they're aiming, moving slowly (from the tanks or other players). At range, tanks can see and dodge shots sometimes. Also, tanks have one of the most expensive vehicular costs in the game, and I find it irritating that the only way I can use it is with great self-risk and dedication. Especially since every class has a means of instantly killing it, save infiltrators. Whenever I die I think "goodbye 250 vehicle resources, I wasted 5 minutes driving here." [B]I wish my tank was suited to murder both infantry AND tanks instantly and without warning.[/B][/QUOTE] Considering that in most battles, at least 70-75% of the players are HA, and are a far more common and persistent threat, those disadvantages come with the ability of being the jack of all trades. Note that the aiming portion isn't all that hard if they have a lock on launcher. Let's be honest though, the only real threats to tanks are: ESFs, other tanks, rocket launchers, engineer AV turret, anti tank mines. When it comes to infantry you are more likely to be killed by a HA or Engineer than an LA, and out of all those classes, the one that uses C4 the most often is the LA because of it's mobility. C4 isn't some terrifying, armor annihilating weapon. It is really only practically deployed by one class under certain circumstances, almost all of which can be avoided if you look around. [editline]13th June 2013[/editline] [QUOTE=munky91;41013325]Excellent, we can contribute by getting rid of the other tanks that are also trying to stay outside and get rid of the other tanks. I suppose we could kill the occasional infantry outside. I can't help but feel my time would be better spent killing the infantry that are taking the objective. And yes, LA does penetrate through the defenses to attack the [B]vulnerable objectives[/B]. They do this and retain the ability to murder [B]vehicles[/B]. [editline]12th June 2013[/editline] C4 is hardly a threat in open fields. Nothing important is in an open field. If I want to be an effective tanker in enclosed spaces, I would be better off ditching the tank and throwing 1 more infantry into the battle repeatedly since you die and come back rapidly.[/QUOTE] If you want to kill infantry taking the objective, than either [B]grab a rifle/medic tool/repair gun and help, or accept the fact that you will be killed in short order, because you are deliberately entering the territory Infantry excels in [/B] You can't retain the massive killing power of a tank AND be immune to reprisal. Also, to your first comment; yes that would be great if tankers actually focused on enemy vehicles approaching a sieged location, wouldn't it? I mean instead of accidentally bombarding friendly troops and instagibbing helpless infantry. And to the 'nothing important is in open fields' comment: Vehicles are there. That was the point of him mentioning it. HAs excel when they can put some distance between their target, and their lower damage output facilitates proper back and forth fighting between tanks and infantry and for infantry to work together. C4'ing vehicles in open fields, where a good portion of fights take place is extremely difficult and not as optimal as HA rocket barrage.
HA is not a jack of all trades any more so than LA. HA can hurt tanks a little bit at a moderate distance, LA can instantly kill tanks that are near a fight. A single HA is a threat, yeah. A single LA is often more of a threat. The aiming portion isn't all that hard if they have a lock-on launcher, but the getting shot while aiming portion is even more obvious. And to be honest, the only real threat to me as a tank is: C4, air, everything else except snipers. Literally. Even Fury Flashes will poke at you if they live to get near you. When it comes to infantry, I am most likely to get killed by HA and LA. Engineers are easy to kill because they have to walk towards you to lay mines or place C4. Engineers on turrets are sometimes really annoying, but you don't die instantly at least (we're concerned with C4 here). Do HA kill me with rockets? Yes, and they should. Yes, LA does use C4 the most because of its mobility. C4 is some terrifying, armor annihilating weapon. Tanks run away from infantry because of this terrifying, armor annihilating weapon. It is really only practically deployed by one class, but under many circumstances. Avoiding these circumstances leaves little for a vehicle to do, and you'd be better throwing your body at them as respawning infantry. I mentioned wishing for my tank to be an instagib machine capable of wiping out infantry and tanks because that's what C4 does. It doesn't even get split into an AI and AV variant, it just kills everything.
[QUOTE=munky91;41013671]HA is not a jack of all trades any more so than LA. HA can hurt tanks a little bit at a moderate distance, LA can instantly kill tanks that are near a fight. A single HA is a threat, yeah. A single LA is often more of a threat. The aiming portion isn't all that hard if they have a lock-on launcher, but the getting shot while aiming portion is even more obvious. [/QUOTE] HA is the jack of all trades because it comes with a very good AI and a very good AV weapon right out of the box. They also have a shield that boosts their survival rate a bit and they have grenade options that are designed to make them more effective at either killing tanks or killing infantry. They have weapons that have twice the capacity of infantry in firefights and ammo-fed weapons for AV work. A HA on a hilltop with a sort of lockon launcher is still easier to use and potentially more effective than LAs. With Lock on launchers they don't even have to stay immobile and can fire on the move. [QUOTE=munky91;41013671] And to be honest, the only real threat to me as a tank is: C4, air, everything else except snipers. Literally. Even Fury Flashes will poke at you if they live to get near you. When it comes to infantry, I am most likely to get killed by HA and LA. Engineers are easy to kill because they have to walk towards you to lay mines or place C4. Engineers on turrets are sometimes really annoying, but you don't die instantly at least (we're concerned with C4 here). Do HA kill me with rockets? Yes, and they should. Yes, LA does use C4 the most because of its mobility. [/QUOTE] You're in a box metal box, of course everything is going to be gunning for you. The point of being in this big metal box however, isn't to get get stuck in the the boys. It's to kill other big metal boxes and to bombard infantry when you get the chance. Think of threats to your tank as a bulls-eye where the center represents the highest region of danger. The closer you get to infantry, the greater mobility they have over you and the greater damage they can do to you without being able to return fire. C4 epitomizes this where the closer you get, the less you can do to them, and the more they can do to you. So logically, LAs should be able to exploit and back up that threat with a devastating weapon. [QUOTE=munky91;41013671] C4 is some terrifying, armor annihilating weapon. Tanks run away from infantry because of this terrifying, armor annihilating weapon. It is really only practically deployed by one class, but under many circumstances. Avoiding these circumstances leaves little for a vehicle to do, and you'd be better throwing your body at them as respawning infantry. [/QUOTE] I was speaking more of a threat to an armored group as a whole. In my mind, aircraft and infantry weapons that can maintain a steady rate of fire are more devastating than the single vehicle that may get killed if people manage to miss the LA flying around. The aircraft and AV weapons brought to bear by other classes are the ones that can be consistently used in other situations. There is almost nothing that hinders their use, rather. For C4 you NEED to get close. You NEED to physically be there and to get away, and even when that happens you can't use that item again until you die or run back to a terminal. That's a pretty significant disadvantage.
This desync hit-detection bug is so much bullshit.
[QUOTE=munky91;41012673]I dislike that LA is almost always a better option than HA to kill a vehicle strictly because of C4.[/QUOTE] It's not really Plus HA's (for some fucking reason) carry C4 as well HA's can do it from a safe distance, are less likely to die in the process, can play an AV role that doesn't require you to constantly resupply or suicide run, and their AV mechanism doesn't cost a huge amount of resources to do Meanwhile you need to spend 200 infantry resources to kill a tank, and if you manage to die before you blow the charges you lose it for good. LA's are high risk, high reward, and its only a one-time use against a single target. HA's are ALWAYS better for dedicated AV roles because they don't cost a huge amount of resources to use constantly, they can actually kill tanks without pretty much guaranteeing death, they can kill sundies without needing a grenade launcher, and they can do it resonably safely if need be. A LA is totally worthless against an army of tanks (there is almost no way he'd get in close), while an HA is not (at worst, good for softening). An LA is excellent at getting a surprise drop on a singled out tank though. In this sense, they are like the wolves of the army - can't do anything against a herd as a whole, but can pick off the slow, dieing, etc.
Harassers are so fun best addition to the game since release
[IMG]https://pbs.twimg.com/media/BMmBzlnCQAEIz-s.jpg:large[/IMG] Look at the improper gun handling of the terrorist forces and religious zealots. The loyal Terran Republic soldier is ready to get the jump on these phonies.
[QUOTE=Monkeytracks;41015859] Look at the improper gun handling of the terrorist forces and religious zealots. The loyal Terran Republic soldier is ready to get the jump on these phonies.[/QUOTE] Sod off you totalitarian scum.
[img]http://www.onrpgblog.com/wp-content/uploads/2012/10/PS2TerranPride.jpg[/img]
[QUOTE=TheTalon;41016307][IMG]http://www.onrpgblog.com/wp-content/uploads/2012/10/PS2TerranPride.jpg[/IMG][/QUOTE] Typical Terran propaganda. Here, have the original. [IMG]http://i.imgur.com/d4SGniT.jpg[/IMG] (I'm sure there's a political message in these two images)
Only if someone edits in a human wave of Vanu behind them
Its got the "green" screen already, I don't think any more edits need to be made... unless to add splashes of purple about the place.
I never had crashing problems before, ever since they released that hotfix that was supposed to fix crashing problems that people had I now crash half of the times I try to load the game and if I manage to get past that I crash after 10 minutes gee gee
[QUOTE=Ryo Ohki;41020094]I never had crashing problems before, ever since they released that hotfix that was supposed to fix crashing problems that people had I now crash half of the times I try to load the game and if I manage to get past that I crash after 10 minutes gee gee[/QUOTE] Do the useroptions.ini ritual: 1. Delete planetside2.exe 2. Delete useroptions.ini 3. Delete any .dlls looking at you funny 4. Start the launcher, click the settings button and verify the files (do [I]not[/I] do it through steam) It worked for the crashes I had until the hotfix, which also didn't cause any more.
C4 can stay as it is if tanks get coaxial machine guns.
[QUOTE=GunFox;41022124]C4 can stay as it is if tanks get coaxial machine guns.[/QUOTE] Oh, if only we could get AI mgs on tanks that don't suck balls and has shit damage and accuracy, I would get them in a heartbeat.
Hooo boy, those ZOE nerfs on the test server are overdoing it [QUOTE] Increased Zealot Overdrive armor debuff to 30% Added a fuel cost to the Zealot Overdrive, allowing up to 8 seconds of sustained use Reduced the indirect damage buff for Bursters when using Zealot Overdrive Indirect vs ESF Rank 1: +5% (~93 damage) Rank 2: +7% (~95 damage) Rank 3: +9% (~97 damage) Rank 4: +12% (~100 damage) Rank 5: +15% (~103 damage) [/QUOTE] Problem with ZOE was the movement speed, it pretty much negated the armor debuff and allowed them to escape a lot easier. The fuel cost is just too much of a nerf.
I'd say giving it a limit is the way to go rather than directly nerfing movement speed or damage (well, apart from bursters), but 8 seconds I think is a bit too low. Maybe 12-16 would be better.
[QUOTE=Jimesu_Evil;41022429]I'd say giving it a limit is the way to go rather than directly nerfing movement speed or damage (well, apart from bursters), but 8 seconds I think is a bit too low. Maybe 12-16 would be better.[/QUOTE] I'd be okay with that, but I'd have to test it though, it needed a nerf but I don't know if charge would be better at that point.
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